/******************************************************************************** * 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 #include #include // 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); } // Destroy the texture void Texture2D::destroy() { if (mID != 0) { glDeleteTextures(1, &mID); mID = 0; mLayer = 0; mWidth = 0; mHeight = 0; } }