#include "rendering/wrapper/Texture.h" #include "rendering/wrapper/GLWrapper.h" Texture::Texture() : texture(0) { 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); } Texture::~Texture() { glDeleteTextures(1, &texture); } void Texture::setColors(int width, int height, const char* data, int channels) { glBindTexture(GL_TEXTURE_2D, texture); switch(channels) { case 1: glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, data); break; case 4: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); break; } } 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() const { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture); }