Refactor textures: add generic template, remove copypaste
This commit is contained in:
parent
daeba8674a
commit
db0f7915cf
3 changed files with 241 additions and 717 deletions
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@ -422,7 +422,7 @@ struct grass_app
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std::size_t slice_resolution = 256;
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grass_slice_z_texture.load<gfx::color_rgba>(slice_resolution, slice_resolution, density_level_count);
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grass_slice_z_texture.load<gfx::color_rgba>({slice_resolution, slice_resolution, density_level_count});
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grass_slice_renderbuffer.storage(gl::DEPTH24_STENCIL8, slice_resolution, slice_resolution);
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for (int d = 0; d < density_level_count; ++d)
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{
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@ -4,6 +4,8 @@
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#include <psemek/gfx/pixmap.hpp>
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#include <psemek/geom/vector.hpp>
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#include <optional>
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namespace psemek::gfx
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{
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@ -82,64 +84,52 @@ namespace psemek::gfx
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static constexpr GLenum type = gl::FLOAT;
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};
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struct texture_1d
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template <std::size_t D, GLenum Target>
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struct basic_texture
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{
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texture_1d();
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texture_1d(texture_1d const &) = delete;
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texture_1d(texture_1d &&);
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static_assert(D >= 1 && D <= 3);
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texture_1d & operator = (texture_1d const &) = delete;
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texture_1d & operator = (texture_1d &&);
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basic_texture();
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basic_texture(basic_texture &&);
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basic_texture & operator = (basic_texture &&);
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~basic_texture();
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~texture_1d();
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basic_texture(basic_texture const &) = delete;
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basic_texture & operator = (basic_texture const &) = delete;
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static texture_1d null();
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static basic_texture null();
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GLuint id() const { return id_; }
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void reset();
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void bind() const;
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explicit operator bool () const { return id_ != 0; }
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explicit operator bool() const { return id() != 0; }
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int width() const { return width_; }
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geom::vector<std::size_t, D> size() const { return size_; }
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geom::vector<int, 1> size() const { return {width_}; }
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std::size_t width() const;
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std::size_t height() const;
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std::size_t depth() const;
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void load(GLint internal_format, std::size_t width, GLenum format, GLenum type, const void * data);
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void load(GLint internal_format, geom::vector<std::size_t, D> const & size, GLenum format, GLenum type, const void * data);
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template <typename Pixel>
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void load(std::size_t width, Pixel const * data = nullptr)
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{
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using traits = pixel_traits<Pixel>;
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load(traits::internal_format, width, traits::format, traits::type, data);
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}
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void load(geom::vector<std::size_t, D> const & size, Pixel const * data = nullptr);
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template <typename Pixel>
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void load(util::array<Pixel, 1> const & p)
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{
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load(p.width(), p.data());
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}
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void load(util::array<Pixel, D> const & p);
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void pixels(GLenum format, GLenum type, void * data) const;
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template <typename Pixmap>
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Pixmap pixels() const
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{
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using traits = pixel_traits<typename Pixmap::pixel_type>;
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Pixmap p({width_});
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pixels(traits::format, traits::type, p.data());
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return p;
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}
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Pixmap pixels() const;
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static texture_1d from_data(GLint internal_format, std::size_t width, GLenum format, GLenum type, const void * data);
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static basic_texture from_data(GLint internal_format, geom::vector<std::size_t, D> const & size, GLenum format, GLenum type, const void * data);
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template <typename Pixmap>
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static texture_1d from_pixmap(Pixmap const & p)
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{
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texture_1d t;
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t.load(p);
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return t;
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}
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static basic_texture from_pixmap(Pixmap const & p);
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void generate_mipmap();
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void nearest_filter();
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@ -151,241 +141,236 @@ namespace psemek::gfx
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private:
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GLuint id_;
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int width_ = 0;
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geom::vector<std::size_t, D> size_;
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texture_1d(GLuint id);
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explicit basic_texture(std::nullptr_t);
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};
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struct texture_2d
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using texture_1d = basic_texture<1, gl::TEXTURE_1D>;
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using texture_1d_array = basic_texture<2, gl::TEXTURE_1D_ARRAY>;
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using texture_2d = basic_texture<2, gl::TEXTURE_2D>;
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using texture_2d_array = basic_texture<3, gl::TEXTURE_2D_ARRAY>;
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using texture_3d = basic_texture<3, gl::TEXTURE_3D>;
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namespace detail
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{
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texture_2d();
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texture_2d(texture_2d const &) = delete;
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texture_2d(texture_2d &&);
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std::optional<float> max_anisotropy();
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}
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texture_2d & operator = (texture_2d const &) = delete;
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texture_2d & operator = (texture_2d &&);
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~texture_2d();
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static texture_2d null();
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GLuint id() const { return id_; }
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void bind() const;
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explicit operator bool () const { return id_ != 0; }
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int width() const { return width_; }
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int height() const { return height_; }
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geom::vector<int, 2> size() const { return {width_, height_}; }
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void load(GLint internal_format, std::size_t width, std::size_t height, GLenum format, GLenum type, const void * data);
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template <typename Pixel>
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void load(std::size_t width, std::size_t height, Pixel const * data = nullptr)
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{
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using traits = pixel_traits<Pixel>;
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load(traits::internal_format, width, height, traits::format, traits::type, data);
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}
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template <typename Pixel>
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void load(basic_pixmap<Pixel> const & p)
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{
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load(p.width(), p.height(), p.data());
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}
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void pixels(GLenum format, GLenum type, void * data) const;
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template <typename Pixmap>
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Pixmap pixels() const
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{
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using traits = pixel_traits<typename Pixmap::pixel_type>;
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Pixmap p({width_, height_});
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pixels(traits::format, traits::type, p.data());
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return p;
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}
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static texture_2d from_data(GLint internal_format, std::size_t width, std::size_t height, GLenum format, GLenum type, const void * data);
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template <typename Pixmap>
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static texture_2d from_pixmap(Pixmap const & p)
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{
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texture_2d t;
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t.load(p);
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return t;
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}
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void generate_mipmap();
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void nearest_filter();
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void linear_filter();
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void anisotropy();
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void repeat();
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void clamp();
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private:
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GLuint id_;
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int width_ = 0;
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int height_ = 0;
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texture_2d(GLuint id);
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};
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struct texture_3d
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template <std::size_t D, GLenum Target>
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basic_texture<D, Target>::basic_texture()
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{
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texture_3d();
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texture_3d(texture_3d const &) = delete;
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texture_3d(texture_3d &&);
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gl::GenTextures(1, &id_);
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}
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texture_3d & operator = (texture_3d const &) = delete;
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texture_3d & operator = (texture_3d &&);
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~texture_3d();
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static texture_3d null();
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GLuint id() const { return id_; }
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void bind() const;
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explicit operator bool () const { return id_ != 0; }
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int width() const { return width_; }
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int height() const { return height_; }
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int depth() const { return depth_; }
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geom::vector<int, 3> size() const { return {width_, height_, depth_}; }
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void load(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data);
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template <typename Pixel>
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void load(std::size_t width, std::size_t height, std::size_t depth, Pixel const * data = nullptr)
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{
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using traits = pixel_traits<Pixel>;
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load(traits::internal_format, width, height, depth, traits::format, traits::type, data);
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}
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template <typename Pixel>
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void load(util::array<Pixel, 3> const & p)
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{
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load(p.width(), p.height(), p.depth(), p.data());
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}
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void pixels(GLenum format, GLenum type, void * data) const;
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template <typename Pixmap>
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Pixmap pixels() const
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{
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using traits = pixel_traits<typename Pixmap::pixel_type>;
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Pixmap p({width_, height_, depth_});
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pixels(traits::format, traits::type, p.data());
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return p;
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}
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static texture_3d from_data(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data);
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template <typename Pixmap>
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static texture_3d from_pixmap(Pixmap const & p)
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{
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texture_3d t;
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t.load(p);
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return t;
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}
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void generate_mipmap();
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void nearest_filter();
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void linear_filter();
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void anisotropy();
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void repeat();
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void clamp();
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private:
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GLuint id_;
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int width_ = 0;
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int height_ = 0;
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int depth_ = 0;
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texture_3d(GLuint id);
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};
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struct texture_2d_array
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template <std::size_t D, GLenum Target>
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basic_texture<D, Target>::basic_texture(basic_texture && other)
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: id_{other.id_}
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{
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texture_2d_array();
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texture_2d_array(texture_2d_array const &) = delete;
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texture_2d_array(texture_2d_array &&);
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other.id_ = 0;
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}
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texture_2d_array & operator = (texture_2d_array const &) = delete;
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texture_2d_array & operator = (texture_2d_array &&);
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template <std::size_t D, GLenum Target>
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basic_texture<D, Target> & basic_texture<D, Target>::operator = (basic_texture && other)
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{
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if (this == &other) return *this;
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~texture_2d_array();
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reset();
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std::swap(id_, other.id_);
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return *this;
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}
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static texture_2d_array null();
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template <std::size_t D, GLenum Target>
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basic_texture<D, Target>::~basic_texture()
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{
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reset();
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}
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GLuint id() const { return id_; }
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template <std::size_t D, GLenum Target>
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basic_texture<D, Target> basic_texture<D, Target>::null()
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{
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return basic_texture(nullptr);
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}
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void bind() const;
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template <std::size_t D, GLenum Target>
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void basic_texture<D, Target>::reset()
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{
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if (id_ != 0)
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gl::DeleteTextures(1, &id_);
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id_ = 0;
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}
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explicit operator bool () const { return id_ != 0; }
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template <std::size_t D, GLenum Target>
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void basic_texture<D, Target>::bind() const
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{
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gl::BindTexture(Target, id());
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}
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int width() const { return width_; }
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int height() const { return height_; }
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int depth() const { return depth_; }
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template <std::size_t D, GLenum Target>
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std::size_t basic_texture<D, Target>::width() const
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{
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return size_[0];
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}
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geom::vector<int, 3> size() const { return {width_, height_, depth_}; }
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void load(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data);
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template <typename Pixel>
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void load(std::size_t width, std::size_t height, std::size_t depth, Pixel const * data = nullptr)
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template <std::size_t D, GLenum Target>
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std::size_t basic_texture<D, Target>::height() const
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{
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if constexpr (D >= 2)
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{
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using traits = pixel_traits<Pixel>;
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load(traits::internal_format, width, height, depth, traits::format, traits::type, data);
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return size_[1];
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}
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else
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{
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return 1;
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}
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}
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template <std::size_t D, GLenum Target>
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std::size_t basic_texture<D, Target>::depth() const
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{
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if constexpr (D >= 3)
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{
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return size_[2];
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}
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else
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{
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return 1;
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}
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}
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template <std::size_t D, GLenum Target>
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void basic_texture<D, Target>::load(GLint internal_format, geom::vector<std::size_t, D> const & size, GLenum format, GLenum type, const void * data)
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{
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bind();
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if constexpr (D == 1)
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{
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gl::TexImage1D(Target, 0, internal_format, size[0], 0, format, type, data);
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}
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else if (D == 2)
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{
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gl::TexImage2D(Target, 0, internal_format, size[0], size[1], 0, format, type, data);
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}
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else if (D == 3)
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{
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gl::TexImage3D(Target, 0, internal_format, size[0], size[1], size[2], 0, format, type, data);
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}
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template <typename Pixel>
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void load(util::array<Pixel, 3> const & p)
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size_ = size;
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}
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template <std::size_t D, GLenum Target>
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template <typename Pixel>
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void basic_texture<D, Target>::load(geom::vector<std::size_t, D> const & size, Pixel const * data)
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{
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using traits = pixel_traits<Pixel>;
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load(traits::internal_format, size, traits::format, traits::type, data);
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}
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template <std::size_t D, GLenum Target>
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template <typename Pixel>
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void basic_texture<D, Target>::load(util::array<Pixel, D> const & p)
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{
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geom::vector<std::size_t, D> size;
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for (std::size_t i = 0; i < D; ++i) size[i] = p.dim(i);
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load(size, p.data());
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}
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template <std::size_t D, GLenum Target>
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void basic_texture<D, Target>::pixels(GLenum format, GLenum type, void * data) const
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{
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bind();
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gl::GetTexImage(Target, 0, format, type, data);
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}
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template <std::size_t D, GLenum Target>
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template <typename Pixmap>
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Pixmap basic_texture<D, Target>::pixels() const
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{
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using traits = pixel_traits<typename Pixmap::pixel_type>;
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std::array<std::size_t, D> size;
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for (std::size_t i = 0; i < D; ++i) size[i] = size_[i];
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Pixmap p(size);
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pixels(traits::format, traits::type, p.data());
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return p;
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}
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template <std::size_t D, GLenum Target>
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basic_texture<D, Target> basic_texture<D, Target>::from_data(GLint internal_format, geom::vector<std::size_t, D> const & size, GLenum format, GLenum type, const void * data)
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{
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basic_texture result;
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result.load(internal_format, size, format, type, data);
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return result;
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}
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template <std::size_t D, GLenum Target>
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template <typename Pixmap>
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basic_texture<D, Target> basic_texture<D, Target>::from_pixmap(Pixmap const & p)
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{
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basic_texture result;
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result.load(p);
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return result;
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}
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template <std::size_t D, GLenum Target>
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void basic_texture<D, Target>::generate_mipmap()
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{
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bind();
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gl::GenerateMipmap(Target);
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}
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template <std::size_t D, GLenum Target>
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void basic_texture<D, Target>::nearest_filter()
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{
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bind();
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gl::TexParameteri(Target, gl::TEXTURE_MIN_FILTER, gl::NEAREST);
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gl::TexParameteri(Target, gl::TEXTURE_MAG_FILTER, gl::NEAREST);
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}
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template <std::size_t D, GLenum Target>
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void basic_texture<D, Target>::linear_filter()
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{
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bind();
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gl::TexParameteri(Target, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
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gl::TexParameteri(Target, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
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}
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template <std::size_t D, GLenum Target>
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void basic_texture<D, Target>::anisotropy()
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{
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auto level = detail::max_anisotropy();
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if (level)
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{
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load(p.width(), p.height(), p.depth(), p.data());
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bind();
|
||||
gl::TexParameterf(Target, gl::TEXTURE_MAX_ANISOTROPY_EXT, *level);
|
||||
}
|
||||
}
|
||||
|
||||
void pixels(GLenum format, GLenum type, void * data) const;
|
||||
template <std::size_t D, GLenum Target>
|
||||
void basic_texture<D, Target>::repeat()
|
||||
{
|
||||
bind();
|
||||
|
||||
template <typename Pixmap>
|
||||
Pixmap pixels() const
|
||||
{
|
||||
using traits = pixel_traits<typename Pixmap::pixel_type>;
|
||||
Pixmap p({width_, height_, depth_});
|
||||
pixels(traits::format, traits::type, p.data());
|
||||
return p;
|
||||
}
|
||||
if constexpr (D >= 1) gl::TexParameteri(Target, gl::TEXTURE_WRAP_S, gl::REPEAT);
|
||||
if constexpr (D >= 2) gl::TexParameteri(Target, gl::TEXTURE_WRAP_T, gl::REPEAT);
|
||||
if constexpr (D >= 3) gl::TexParameteri(Target, gl::TEXTURE_WRAP_R, gl::REPEAT);
|
||||
}
|
||||
|
||||
static texture_2d_array from_data(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data);
|
||||
template <std::size_t D, GLenum Target>
|
||||
void basic_texture<D, Target>::clamp()
|
||||
{
|
||||
bind();
|
||||
|
||||
template <typename Pixmap>
|
||||
static texture_2d_array from_pixmap(Pixmap const & p)
|
||||
{
|
||||
texture_2d_array t;
|
||||
t.load(p);
|
||||
return t;
|
||||
}
|
||||
if constexpr (D >= 1) gl::TexParameteri(Target, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE);
|
||||
if constexpr (D >= 2) gl::TexParameteri(Target, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE);
|
||||
if constexpr (D >= 3) gl::TexParameteri(Target, gl::TEXTURE_WRAP_R, gl::CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
void generate_mipmap();
|
||||
void nearest_filter();
|
||||
void linear_filter();
|
||||
void anisotropy();
|
||||
|
||||
void repeat();
|
||||
void clamp();
|
||||
|
||||
private:
|
||||
GLuint id_;
|
||||
int width_ = 0;
|
||||
int height_ = 0;
|
||||
int depth_ = 0;
|
||||
|
||||
texture_2d_array(GLuint id);
|
||||
};
|
||||
template <std::size_t D, GLenum Target>
|
||||
basic_texture<D, Target>::basic_texture(std::nullptr_t)
|
||||
: id_{0}
|
||||
{}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,484 +1,23 @@
|
|||
#include <psemek/gfx/texture.hpp>
|
||||
#include <optional>
|
||||
|
||||
namespace psemek::gfx
|
||||
namespace psemek::gfx::detail
|
||||
{
|
||||
|
||||
static std::optional<float> max_anisotropy_level;
|
||||
|
||||
texture_1d::texture_1d()
|
||||
static std::optional<float> get_max_anisotropy()
|
||||
{
|
||||
gl::GenTextures(1, &id_);
|
||||
if (!gl::exts::var_EXT_texture_filter_anisotropic) return std::nullopt;
|
||||
|
||||
float level;
|
||||
gl::GetFloatv(gl::MAX_TEXTURE_MAX_ANISOTROPY_EXT, &level);
|
||||
return level;
|
||||
}
|
||||
|
||||
texture_1d::texture_1d(GLuint id)
|
||||
: id_(id)
|
||||
{}
|
||||
|
||||
texture_1d texture_1d::null()
|
||||
std::optional<float> max_anisotropy()
|
||||
{
|
||||
return texture_1d(0);
|
||||
}
|
||||
static std::optional<float> level = get_max_anisotropy();
|
||||
|
||||
void texture_1d::bind() const
|
||||
{
|
||||
gl::BindTexture(gl::TEXTURE_1D, id_);
|
||||
}
|
||||
|
||||
texture_1d::texture_1d(texture_1d && other)
|
||||
: id_(other.id_)
|
||||
, width_(other.width_)
|
||||
{
|
||||
other.id_ = 0;
|
||||
other.width_ = 0;
|
||||
}
|
||||
|
||||
texture_1d & texture_1d::operator = (texture_1d && other)
|
||||
{
|
||||
if (this == &other) return *this;
|
||||
|
||||
gl::DeleteTextures(1, &id_);
|
||||
id_ = other.id_;
|
||||
width_ = other.width_;
|
||||
other.id_ = 0;
|
||||
other.width_ = 0;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
texture_1d::~texture_1d()
|
||||
{
|
||||
gl::DeleteTextures(1, &id_);
|
||||
}
|
||||
|
||||
void texture_1d::load(GLint internal_format, std::size_t width, GLenum format, GLenum type, const void * data)
|
||||
{
|
||||
bind();
|
||||
gl::TexImage1D(gl::TEXTURE_1D, 0, internal_format, width, 0, format, type, data);
|
||||
|
||||
width_ = width;
|
||||
}
|
||||
|
||||
void texture_1d::pixels(GLenum format, GLenum type, void * data) const
|
||||
{
|
||||
bind();
|
||||
gl::GetTexImage(gl::TEXTURE_1D, 0, format, type, data);
|
||||
}
|
||||
|
||||
texture_1d texture_1d::from_data(GLint internal_format, std::size_t width, GLenum format, GLenum type, const void * data)
|
||||
{
|
||||
texture_1d tex;
|
||||
tex.load(internal_format, width, format, type, data);
|
||||
return tex;
|
||||
}
|
||||
|
||||
void texture_1d::generate_mipmap()
|
||||
{
|
||||
bind();
|
||||
gl::GenerateMipmap(gl::TEXTURE_1D);
|
||||
}
|
||||
|
||||
void texture_1d::nearest_filter()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_1D, gl::TEXTURE_MAG_FILTER, gl::NEAREST);
|
||||
gl::TexParameteri(gl::TEXTURE_1D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void texture_1d::linear_filter()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_1D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
|
||||
gl::TexParameteri(gl::TEXTURE_1D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void texture_1d::anisotropy()
|
||||
{
|
||||
if (!gl::exts::var_EXT_texture_filter_anisotropic) return;
|
||||
|
||||
if (!max_anisotropy_level)
|
||||
{
|
||||
max_anisotropy_level = 0;
|
||||
gl::GetFloatv(gl::MAX_TEXTURE_MAX_ANISOTROPY_EXT, &(*max_anisotropy_level));
|
||||
}
|
||||
gl::TexParameterf(gl::TEXTURE_1D, gl::TEXTURE_MAX_ANISOTROPY_EXT, *max_anisotropy_level);
|
||||
}
|
||||
|
||||
void texture_1d::repeat()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_1D, gl::TEXTURE_WRAP_S, gl::REPEAT);
|
||||
}
|
||||
|
||||
void texture_1d::clamp()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_1D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
texture_2d::texture_2d()
|
||||
{
|
||||
gl::GenTextures(1, &id_);
|
||||
}
|
||||
|
||||
texture_2d::texture_2d(GLuint id)
|
||||
: id_(id)
|
||||
{}
|
||||
|
||||
texture_2d texture_2d::null()
|
||||
{
|
||||
return texture_2d(0);
|
||||
}
|
||||
|
||||
void texture_2d::bind() const
|
||||
{
|
||||
gl::BindTexture(gl::TEXTURE_2D, id_);
|
||||
}
|
||||
|
||||
texture_2d::texture_2d(texture_2d && other)
|
||||
: id_(other.id_)
|
||||
, width_(other.width_)
|
||||
, height_(other.height_)
|
||||
{
|
||||
other.id_ = 0;
|
||||
other.width_ = 0;
|
||||
other.height_ = 0;
|
||||
}
|
||||
|
||||
texture_2d & texture_2d::operator = (texture_2d && other)
|
||||
{
|
||||
if (this == &other) return *this;
|
||||
|
||||
gl::DeleteTextures(1, &id_);
|
||||
id_ = other.id_;
|
||||
width_ = other.width_;
|
||||
height_ = other.height_;
|
||||
other.id_ = 0;
|
||||
other.width_ = 0;
|
||||
other.height_ = 0;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
texture_2d::~texture_2d()
|
||||
{
|
||||
gl::DeleteTextures(1, &id_);
|
||||
}
|
||||
|
||||
void texture_2d::load(GLint internal_format, std::size_t width, std::size_t height, GLenum format, GLenum type, const void * data)
|
||||
{
|
||||
bind();
|
||||
gl::TexImage2D(gl::TEXTURE_2D, 0, internal_format, width, height, 0, format, type, data);
|
||||
|
||||
width_ = width;
|
||||
height_ = height;
|
||||
}
|
||||
|
||||
void texture_2d::pixels(GLenum format, GLenum type, void * data) const
|
||||
{
|
||||
bind();
|
||||
gl::GetTexImage(gl::TEXTURE_2D, 0, format, type, data);
|
||||
}
|
||||
|
||||
texture_2d texture_2d::from_data(GLint internal_format, std::size_t width, std::size_t height, GLenum format, GLenum type, const void * data)
|
||||
{
|
||||
texture_2d tex;
|
||||
tex.load(internal_format, width, height, format, type, data);
|
||||
return tex;
|
||||
}
|
||||
|
||||
void texture_2d::generate_mipmap()
|
||||
{
|
||||
bind();
|
||||
gl::GenerateMipmap(gl::TEXTURE_2D);
|
||||
}
|
||||
|
||||
void texture_2d::nearest_filter()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST);
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void texture_2d::linear_filter()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void texture_2d::anisotropy()
|
||||
{
|
||||
if (!gl::exts::var_EXT_texture_filter_anisotropic) return;
|
||||
|
||||
if (!max_anisotropy_level)
|
||||
{
|
||||
max_anisotropy_level = 0;
|
||||
gl::GetFloatv(gl::MAX_TEXTURE_MAX_ANISOTROPY_EXT, &(*max_anisotropy_level));
|
||||
}
|
||||
gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MAX_ANISOTROPY_EXT, *max_anisotropy_level);
|
||||
}
|
||||
|
||||
void texture_2d::repeat()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT);
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT);
|
||||
}
|
||||
|
||||
void texture_2d::clamp()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE);
|
||||
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
texture_3d::texture_3d()
|
||||
{
|
||||
gl::GenTextures(1, &id_);
|
||||
}
|
||||
|
||||
texture_3d::texture_3d(GLuint id)
|
||||
: id_(id)
|
||||
{}
|
||||
|
||||
texture_3d texture_3d::null()
|
||||
{
|
||||
return texture_3d(0);
|
||||
}
|
||||
|
||||
void texture_3d::bind() const
|
||||
{
|
||||
gl::BindTexture(gl::TEXTURE_3D, id_);
|
||||
}
|
||||
|
||||
texture_3d::texture_3d(texture_3d && other)
|
||||
: id_(other.id_)
|
||||
, width_(other.width_)
|
||||
, height_(other.height_)
|
||||
, depth_(other.depth_)
|
||||
{
|
||||
other.id_ = 0;
|
||||
other.width_ = 0;
|
||||
other.height_ = 0;
|
||||
other.depth_ = 0;
|
||||
}
|
||||
|
||||
texture_3d & texture_3d::operator = (texture_3d && other)
|
||||
{
|
||||
if (this == &other) return *this;
|
||||
|
||||
gl::DeleteTextures(1, &id_);
|
||||
id_ = other.id_;
|
||||
width_ = other.width_;
|
||||
height_ = other.height_;
|
||||
depth_ = other.depth_;
|
||||
other.id_ = 0;
|
||||
other.width_ = 0;
|
||||
other.height_ = 0;
|
||||
other.depth_ = 0;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
texture_3d::~texture_3d()
|
||||
{
|
||||
gl::DeleteTextures(1, &id_);
|
||||
}
|
||||
|
||||
void texture_3d::load(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data)
|
||||
{
|
||||
bind();
|
||||
gl::TexImage3D(gl::TEXTURE_3D, 0, internal_format, width, height, depth, 0, format, type, data);
|
||||
|
||||
width_ = width;
|
||||
height_ = height;
|
||||
depth_ = depth;
|
||||
}
|
||||
|
||||
void texture_3d::pixels(GLenum format, GLenum type, void * data) const
|
||||
{
|
||||
bind();
|
||||
gl::GetTexImage(gl::TEXTURE_3D, 0, format, type, data);
|
||||
}
|
||||
|
||||
texture_3d texture_3d::from_data(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data)
|
||||
{
|
||||
texture_3d tex;
|
||||
tex.load(internal_format, width, height, depth, format, type, data);
|
||||
return tex;
|
||||
}
|
||||
|
||||
void texture_3d::generate_mipmap()
|
||||
{
|
||||
bind();
|
||||
gl::GenerateMipmap(gl::TEXTURE_3D);
|
||||
}
|
||||
|
||||
void texture_3d::nearest_filter()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_MAG_FILTER, gl::NEAREST);
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void texture_3d::linear_filter()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void texture_3d::anisotropy()
|
||||
{
|
||||
if (!gl::exts::var_EXT_texture_filter_anisotropic) return;
|
||||
|
||||
if (!max_anisotropy_level)
|
||||
{
|
||||
max_anisotropy_level = 0;
|
||||
gl::GetFloatv(gl::MAX_TEXTURE_MAX_ANISOTROPY_EXT, &(*max_anisotropy_level));
|
||||
}
|
||||
gl::TexParameterf(gl::TEXTURE_3D, gl::TEXTURE_MAX_ANISOTROPY_EXT, *max_anisotropy_level);
|
||||
}
|
||||
|
||||
void texture_3d::repeat()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_WRAP_S, gl::REPEAT);
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_WRAP_T, gl::REPEAT);
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_WRAP_R, gl::REPEAT);
|
||||
}
|
||||
|
||||
void texture_3d::clamp()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE);
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE);
|
||||
gl::TexParameteri(gl::TEXTURE_3D, gl::TEXTURE_WRAP_R, gl::CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
texture_2d_array::texture_2d_array()
|
||||
{
|
||||
gl::GenTextures(1, &id_);
|
||||
}
|
||||
|
||||
texture_2d_array::texture_2d_array(GLuint id)
|
||||
: id_(id)
|
||||
{}
|
||||
|
||||
texture_2d_array texture_2d_array::null()
|
||||
{
|
||||
return texture_2d_array(0);
|
||||
}
|
||||
|
||||
void texture_2d_array::bind() const
|
||||
{
|
||||
gl::BindTexture(gl::TEXTURE_2D_ARRAY, id_);
|
||||
}
|
||||
|
||||
texture_2d_array::texture_2d_array(texture_2d_array && other)
|
||||
: id_(other.id_)
|
||||
, width_(other.width_)
|
||||
, height_(other.height_)
|
||||
, depth_(other.depth_)
|
||||
{
|
||||
other.id_ = 0;
|
||||
other.width_ = 0;
|
||||
other.height_ = 0;
|
||||
other.depth_ = 0;
|
||||
}
|
||||
|
||||
texture_2d_array & texture_2d_array::operator = (texture_2d_array && other)
|
||||
{
|
||||
if (this == &other) return *this;
|
||||
|
||||
gl::DeleteTextures(1, &id_);
|
||||
id_ = other.id_;
|
||||
width_ = other.width_;
|
||||
height_ = other.height_;
|
||||
depth_ = other.depth_;
|
||||
other.id_ = 0;
|
||||
other.width_ = 0;
|
||||
other.height_ = 0;
|
||||
other.depth_ = 0;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
texture_2d_array::~texture_2d_array()
|
||||
{
|
||||
gl::DeleteTextures(1, &id_);
|
||||
}
|
||||
|
||||
void texture_2d_array::load(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data)
|
||||
{
|
||||
bind();
|
||||
gl::TexImage3D(gl::TEXTURE_2D_ARRAY, 0, internal_format, width, height, depth, 0, format, type, data);
|
||||
|
||||
width_ = width;
|
||||
height_ = height;
|
||||
depth_ = depth;
|
||||
}
|
||||
|
||||
void texture_2d_array::pixels(GLenum format, GLenum type, void * data) const
|
||||
{
|
||||
bind();
|
||||
gl::GetTexImage(gl::TEXTURE_2D_ARRAY, 0, format, type, data);
|
||||
}
|
||||
|
||||
texture_2d_array texture_2d_array::from_data(GLint internal_format, std::size_t width, std::size_t height, std::size_t depth, GLenum format, GLenum type, const void * data)
|
||||
{
|
||||
texture_2d_array tex;
|
||||
tex.load(internal_format, width, height, depth, format, type, data);
|
||||
return tex;
|
||||
}
|
||||
|
||||
void texture_2d_array::generate_mipmap()
|
||||
{
|
||||
bind();
|
||||
gl::GenerateMipmap(gl::TEXTURE_2D_ARRAY);
|
||||
}
|
||||
|
||||
void texture_2d_array::nearest_filter()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MAG_FILTER, gl::NEAREST);
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void texture_2d_array::linear_filter()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MAG_FILTER, gl::LINEAR);
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void texture_2d_array::anisotropy()
|
||||
{
|
||||
if (!gl::exts::var_EXT_texture_filter_anisotropic) return;
|
||||
|
||||
if (!max_anisotropy_level)
|
||||
{
|
||||
max_anisotropy_level = 0;
|
||||
gl::GetFloatv(gl::MAX_TEXTURE_MAX_ANISOTROPY_EXT, &(*max_anisotropy_level));
|
||||
}
|
||||
gl::TexParameterf(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MAX_ANISOTROPY_EXT, *max_anisotropy_level);
|
||||
}
|
||||
|
||||
void texture_2d_array::repeat()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_S, gl::REPEAT);
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_T, gl::REPEAT);
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_R, gl::REPEAT);
|
||||
}
|
||||
|
||||
void texture_2d_array::clamp()
|
||||
{
|
||||
bind();
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE);
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE);
|
||||
gl::TexParameteri(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_R, gl::CLAMP_TO_EDGE);
|
||||
return level;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue