MushMachine/framework/opengl_primitives/src/mm/opengl/texture.cpp

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#include "./texture.hpp"
#ifdef MM_OPENGL_3_GLES
#include <GLES3/gl3.h>
#else
#include <glad/glad.h>
#endif
namespace MM::OpenGL {
uint32_t Texture::getHandle(void) const {
return _handle;
}
Texture::Texture(
uint32_t handle,
int32_t width_, int32_t height_,
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int32_t internalFormat, int32_t format, int32_t type,
uint32_t samples_
) : _handle(handle), width(width_), height(height_),
samples(samples_),
_internalFormat(internalFormat), _format(format), _type(type) {
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}
Texture::~Texture(void) {
glDeleteTextures(1, &_handle);
}
void Texture::unbind(void) const {
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// TODO: do i need ms variant?
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::bind(uint32_t slot) const {
glActiveTexture(GL_TEXTURE0 + slot);
if (samples == 0) {
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glBindTexture(GL_TEXTURE_2D, _handle);
} else {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _handle);
}
}
void Texture::resize(int32_t new_width, int32_t new_height) {
// if (glTexImage2D == true)
if (samples == 0) {
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glBindTexture(GL_TEXTURE_2D, _handle);
glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat, new_width, new_height, 0, _format, _type, NULL);
} else {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _handle);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, _internalFormat, new_width, new_height, 0);
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}
// HACK: super dirty
*(const_cast<int32_t*>(&width)) = new_width;
*(const_cast<int32_t*>(&height)) = new_height;
}
Texture::handle_t Texture::createEmpty(int32_t internalFormat, int32_t width, int32_t height, int32_t format, int32_t type) {
uint32_t id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
return handle_t(new Texture(id, width, height, internalFormat, format, type));
}
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Texture::handle_t Texture::createEmptyMultiSampled(int32_t internalFormat, int32_t width, int32_t height, uint32_t samples) {
uint32_t id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, id);
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, samples, internalFormat, width, height, GL_TRUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
// HACK: format + type?
return handle_t(new Texture(id, width, height, internalFormat, 0, 0, samples));
}
} // MM::OpenGL