#include #include #include #include #include "client/rendering/NoiseTexture.h" NoiseTexture::NoiseTexture(u32 width, u32 height) { glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); std::vector data; for(u32 x = 0; x < width; x++) { for(u32 y = 0; y < height; y++) { data.push_back(getRandom()); data.push_back(getRandom()); data.push_back(getRandom()); } } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, data.data()); } NoiseTexture::~NoiseTexture() { glDeleteTextures(1, &texture); } void NoiseTexture::bind(unsigned int index) const { glActiveTexture(GL_TEXTURE0 + index); glBindTexture(GL_TEXTURE_2D, texture); } float NoiseTexture::getRandom() const { float r = static_cast(rand()) / static_cast(RAND_MAX); return r * 2.0f - 1.0f; }