psemek/libs/gfx/source/texture.cpp

125 lines
2.7 KiB
C++

#include <psemek/gfx/texture.hpp>
#include <optional>
namespace psemek::gfx
{
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;
static std::optional<float> level;
if (!level)
{
level = 0;
gl::GetFloatv(gl::MAX_TEXTURE_MAX_ANISOTROPY_EXT, &(*level));
}
gl::TexParameterf(gl::TEXTURE_2D, gl::TEXTURE_MAX_ANISOTROPY_EXT, *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);
}
}