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