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

145 lines
4.3 KiB
C++

/********************************************************************************
* 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. *
* *
********************************************************************************/
#ifndef TEXTURE2D_H
#define TEXTURE2D_H
// Libraries
#include <string>
#include <cassert>
#include "definitions.h"
#include <nanogui/opengl.h>
namespace openglframework {
// Class Texture2D
// This class represents a 2D texture
class Texture2D {
private:
// -------------------- Attributes -------------------- //
// OpenGL texture ID
GLuint mID;
// Current texture unit for this texture
GLuint mUnit;
// Width
uint mWidth;
// Height
uint mHeight;
public:
// -------------------- Methods -------------------- //
// Constructor
Texture2D();
// Constructor
Texture2D(uint width, uint height, uint internalFormat, uint format, uint type);
// Destructor
~Texture2D();
// Create the texture
void create(uint width, uint height, uint internalFormat, uint format, uint type,
void* data = NULL);
// Create the texture
void create(uint width, uint height, uint internalFormat, uint format, uint type,
uint minFilter, uint maxFilter, uint wrapS, uint wrapT, void* data);
// Destroy the texture
void destroy();
// Bind the texture
void bind() const;
// Unbind the texture
void unbind() const;
// Get the OpenGL texture ID
uint getID() const;
// Get the unit of the texture
uint getUnit() const;
// Set the unit of the texture
void setUnit(uint unit);
// Get the width
uint getWidth() const;
// Get the height
uint getHeight() const;
};
// Bind the texture
inline void Texture2D::bind() const {
assert(mID != 0);
glActiveTexture(GL_TEXTURE0 + mUnit);
glBindTexture(GL_TEXTURE_2D, mID);
}
// Unbind the texture
inline void Texture2D::unbind() const {
assert(mID != 0);
glActiveTexture(GL_TEXTURE0 + mUnit);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Get the OpenGL texture ID
inline uint Texture2D::getID() const {
return mID;
}
// Get the unit of the texture
inline uint Texture2D::getUnit() const {
return mUnit;
}
// Set the unit of the texture
inline void Texture2D::setUnit(uint unit) {
mUnit = unit;
}
// Get the width
inline uint Texture2D::getWidth() const {
return mWidth;
}
// Get the height
inline uint Texture2D::getHeight() const {
return mHeight;
}
}
#endif