reactphysics3d/testbed/opengl-framework/src/Texture2D.cpp

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/********************************************************************************
* OpenGL-Framework *
* Copyright (c) 2013 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "Texture2D.h"
#include <fstream>
#include <iostream>
#include <string>
// Namespaces
using namespace openglframework;
// Constructor
Texture2D::Texture2D() : mID(0), mLayer(0), mWidth(0), mHeight(0) {
}
// Constructor
Texture2D::Texture2D(uint width, uint height, uint internalFormat, uint format, uint type)
: mID(0), mLayer(0), mWidth(0), mHeight(0){
// Create the texture
create(width, height, internalFormat, format, type);
}
// Destructor
Texture2D::~Texture2D() {
}
// Create the texture
void Texture2D::create(uint width, uint height, uint internalFormat, uint format, uint type,
void* data) {
// Destroy the current texture
destroy();
mWidth = width;
mHeight = height;
// Create the OpenGL texture
glGenTextures(1, &mID);
assert(mID != 0);
glBindTexture(GL_TEXTURE_2D, mID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, mWidth, mHeight, 0, format, type, data);
glBindTexture(GL_TEXTURE_2D, 0);
}
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// Create the texture
void Texture2D::create(uint width, uint height, uint internalFormat, uint format, uint type,
uint minFilter, uint maxFilter, uint wrapS, uint wrapT, void* data) {
// Destroy the current texture
destroy();
mWidth = width;
mHeight = height;
// Create the OpenGL texture
glGenTextures(1, &mID);
assert(mID != 0);
glBindTexture(GL_TEXTURE_2D, mID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, maxFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, mWidth, mHeight, 0, format, type, data);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Destroy the texture
void Texture2D::destroy() {
if (mID != 0) {
glDeleteTextures(1, &mID);
mID = 0;
mLayer = 0;
mWidth = 0;
mHeight = 0;
}
}