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