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//
// Created by jamie on 8/23/21.
//
#pragma once
#include "common.h"
#include "GL/glew.h"
namespace gl
{
struct GLTexturesFmt
{
GLint minFilter=GL_LINEAR_MIPMAP_LINEAR;
GLint magFilter=GL_LINEAR;
GLint wrapS=GL_REPEAT;
GLint wrapT=GL_REPEAT;
GLint wrapR=GL_REPEAT;
GLuint format=GL_RGBA;
GLuint internalFmt=GL_RGBA;
};
class AGLTexture
{
protected:
AGLTexture() = default;
explicit AGLTexture(int textureNumber);
AGLTexture(AGLTexture const&) = delete;
AGLTexture& operator=(AGLTexture const&) = delete;
AGLTexture(AGLTexture&& glTex) noexcept;
AGLTexture& operator=(AGLTexture&& glTex) noexcept;
public:
virtual ~AGLTexture();
void setActive() const;
virtual void setUniform(GLint uniformNumber) const = 0;
protected:
GLuint textureId=0;
int textureNumber=-1;
};
template<typename T=float, GLuint GLDataType=GL_FLOAT>
class GLTexture2 : public AGLTexture
{
public:
GLTexture2() = default;
GLTexture2(GLTexture2 const& glTex)=delete;
GLTexture2& operator= (GLTexture2 const& glTex)=delete;
GLTexture2(GLTexture2&& glTex) noexcept: AGLTexture(std::move(glTex))
{
}
GLTexture2& operator=(GLTexture2&& glTex) noexcept
{
AGLTexture::operator=(std::move(glTex));
return *this;
}
GLTexture2(T const* data, std::pair<int, int> size,
int textureNumber, GLTexturesFmt const& fmt) : AGLTexture(textureNumber)
{
glGenTextures(1, &textureId);
glActiveTexture(GL_TEXTURE0+textureNumber);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, fmt.minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, fmt.magFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, fmt.wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, fmt.wrapT);
glTexImage2D(GL_TEXTURE_2D, 0, fmt.internalFmt, size.first, size.second, 0,
fmt.format, GLDataType, data);
glGenerateMipmap(GL_TEXTURE_2D);
glActiveTexture(0);
}
void setUniform(GLint uniformNumber) const override
{
glActiveTexture(GL_TEXTURE0+textureNumber);
glBindTexture(GL_TEXTURE_2D, textureId);
glUniform1i(uniformNumber, textureNumber);
glActiveTexture(0);
}
};
template<typename T=float, GLuint GLDataType=GL_FLOAT>
class GLTexture3 : public AGLTexture
{
public:
GLTexture3() = default;
GLTexture3(T const* data, std::tuple<int, int, int> size,
int textureNumber, GLTexturesFmt const& fmt) : AGLTexture(textureNumber)
{
int width=std::get<0>(size);
int height=std::get<1>(size);
int depth=std::get<2>(size);
glEnable(GL_TEXTURE_3D);
glGenTextures(1, &textureId);
glActiveTexture(GL_TEXTURE0+textureNumber);
glBindTexture(GL_TEXTURE_3D, textureId);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, fmt.wrapS);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, fmt.wrapT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, fmt.wrapR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, fmt.minFilter);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, fmt.magFilter);
glTexImage3D(GL_TEXTURE_3D, 0, fmt.internalFmt, width, height, depth, 0, fmt.format,
GLDataType, data);
glGenerateMipmap(GL_TEXTURE_3D);
glActiveTexture(0);
}
void setUniform(GLint uniformNumber) const override
{
glActiveTexture(GL_TEXTURE0+textureNumber);
glBindTexture(GL_TEXTURE_3D, textureId);
glUniform1i(uniformNumber, textureNumber);
glActiveTexture(0);
}
};
} // namespace gl
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