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