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@@ -2,51 +2,51 @@
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#include "wrapper/TextureFormat.h"
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#include "wrapper/TextureFormat.h"
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-TextureFormat::TextureFormat(GLint internalformat, GLenum format, GLenum type, bool depth)
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- : internalformat(internalformat), format(format), type(type), depth(depth) {
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+TextureFormat::TextureFormat(GLint internalformat, GLenum format, GLenum type, bool linear, bool depth)
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+ : internalformat(internalformat), format(format), type(type), linear(linear), depth(depth) {
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}
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}
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-TextureFormat TextureFormat::color8(int channels) {
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+TextureFormat TextureFormat::color8(int channels, bool linear) {
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switch(channels) {
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switch(channels) {
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- case 1: return TextureFormat(GL_RED, GL_RED, GL_UNSIGNED_BYTE);
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- case 2: return TextureFormat(GL_RG, GL_RG, GL_UNSIGNED_BYTE);
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- case 3: return TextureFormat(GL_RGB, GL_RGB, GL_UNSIGNED_BYTE);
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- case 4: return TextureFormat(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
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+ case 1: return TextureFormat(GL_RED, GL_RED, GL_UNSIGNED_BYTE, linear);
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+ case 2: return TextureFormat(GL_RG, GL_RG, GL_UNSIGNED_BYTE, linear);
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+ case 3: return TextureFormat(GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, linear);
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+ case 4: return TextureFormat(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, linear);
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}
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}
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std::cout << channels << " is not a valid amount of channels\n";
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std::cout << channels << " is not a valid amount of channels\n";
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- return TextureFormat(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE);
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+ return TextureFormat(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, linear);
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}
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}
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-TextureFormat TextureFormat::float16(int channels) {
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+TextureFormat TextureFormat::float16(int channels, bool linear) {
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switch(channels) {
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switch(channels) {
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- case 1: return TextureFormat(GL_R16F, GL_RED, GL_FLOAT);
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- case 2: return TextureFormat(GL_RG16F, GL_RG, GL_FLOAT);
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- case 3: return TextureFormat(GL_RGB16F, GL_RGB, GL_FLOAT);
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- case 4: return TextureFormat(GL_RGBA16F, GL_RGBA, GL_FLOAT);
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+ case 1: return TextureFormat(GL_R16F, GL_RED, GL_FLOAT, linear);
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+ case 2: return TextureFormat(GL_RG16F, GL_RG, GL_FLOAT, linear);
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+ case 3: return TextureFormat(GL_RGB16F, GL_RGB, GL_FLOAT, linear);
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+ case 4: return TextureFormat(GL_RGBA16F, GL_RGBA, GL_FLOAT, linear);
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}
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}
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std::cout << channels << " is not a valid amount of channels\n";
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std::cout << channels << " is not a valid amount of channels\n";
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- return TextureFormat(GL_RGBA16F, GL_RGBA, GL_FLOAT);
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+ return TextureFormat(GL_RGBA16F, GL_RGBA, GL_FLOAT, linear);
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}
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}
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-TextureFormat TextureFormat::float32(int channels) {
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+TextureFormat TextureFormat::float32(int channels, bool linear) {
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switch(channels) {
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switch(channels) {
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- case 1: return TextureFormat(GL_R32F, GL_RED, GL_FLOAT);
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- case 2: return TextureFormat(GL_RG32F, GL_RG, GL_FLOAT);
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- case 3: return TextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT);
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- case 4: return TextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT);
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+ case 1: return TextureFormat(GL_R32F, GL_RED, GL_FLOAT, linear);
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+ case 2: return TextureFormat(GL_RG32F, GL_RG, GL_FLOAT, linear);
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+ case 3: return TextureFormat(GL_RGB32F, GL_RGB, GL_FLOAT, linear);
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+ case 4: return TextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, linear);
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}
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}
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std::cout << channels << " is not a valid amount of channels\n";
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std::cout << channels << " is not a valid amount of channels\n";
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- return TextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT);
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+ return TextureFormat(GL_RGBA32F, GL_RGBA, GL_FLOAT, linear);
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}
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}
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-TextureFormat TextureFormat::depth16() {
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- return TextureFormat(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT, true);
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+TextureFormat TextureFormat::depth16(bool linear) {
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+ return TextureFormat(GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_FLOAT, linear, true);
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}
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}
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-TextureFormat TextureFormat::depth32() {
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- return TextureFormat(GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, true);
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+TextureFormat TextureFormat::depth32(bool linear) {
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+ return TextureFormat(GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_FLOAT, linear, true);
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}
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}
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TextureFormat TextureFormat::unknown() {
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TextureFormat TextureFormat::unknown() {
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- return TextureFormat(-1, -1, -1, false);
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+ return TextureFormat(-1, -1, -1, false, false);
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}
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}
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