45 lines
1.3 KiB
C++
45 lines
1.3 KiB
C++
#include "Rendering/Texture.h"
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Texture::Texture(std::string path)
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{
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PNG* img = ResourceManager::Load<PNG, true>(path); //TODO: Make this threaded. Catch exeptions in all other load places.
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this->Width = img->Width;
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this->Height = img->Height;
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this->Data = img->Data;
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GLint format;
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switch (img->Format) {
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case Image::ImageFormat::RGB:
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format = GL_RGB;
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break;
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case Image::ImageFormat::RGBA:
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format = GL_RGBA;
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break;
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}
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// Construct the OpenGL texture
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, format, img->Width, img->Height, 0, format, GL_UNSIGNED_BYTE, img->Data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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GLERROR("Texture load");
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}
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Texture::~Texture()
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{
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glDeleteTextures(1, &m_Texture);
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}
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void Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
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{
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glActiveTexture(textureUnit);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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}
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