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@@ -1,48 +0,0 @@
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-#include "client/rendering/wrapper/Texture.h"
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-
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-Texture::Texture(Mode mode) : texture(0) {
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- glGenTextures(1, &texture);
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- glBindTexture(GL_TEXTURE_2D, texture);
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- switch(mode) {
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- case NEAREST:
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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- break;
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- case LINEAR:
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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- break;
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- }
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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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-}
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-
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-Texture::~Texture() {
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- glDeleteTextures(1, &texture);
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-}
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-
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-void Texture::setColorData(int width, int height, const Color4* data) {
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
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- //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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-}
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-
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-void Texture::setColorData(int width, int height, const Color3* data) {
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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-}
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-
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-void Texture::setColorData(int width, int height, const Color2* data) {
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, data);
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-}
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-
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-void Texture::setColorData(int width, int height, const Color1* data) {
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, data);
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-}
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-
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-void Texture::setRGBFloatData(int width, int height, const float* data) {
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, data);
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-}
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-
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-void Texture::bind(int index) const {
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- glActiveTexture(GL_TEXTURE0 + index);
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- glBindTexture(GL_TEXTURE_2D, texture);
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-}
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