Files
vb01/texture.cpp
T

190 lines
5.6 KiB
C++
Executable File

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <ft2build.h>
#include FT_FREETYPE_H
#include "texture.h"
#include "assetManager.h"
#include "imageAsset.h"
#include "glad.h"
#include <glfw3.h>
#include <iostream>
using namespace std;
namespace vb01{
Texture::Texture(int width, int height, bool shadowMap){
this->width = width;
this->height = height;
texture = new u32;
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
if(shadowMap){
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float borderColor[] = {1, 1, 1, 1};
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
}
else{
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, NULL);
//glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA16F,width,height,0,GL_RGB,GL_UNSIGNED_BYTE,NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
Texture::Texture(string paths[], int numPaths, bool cubemap, int mipmapLevel, bool flip){
this->cubemap = cubemap;
this->paths = new string[numPaths];
for(int i = 0; i < numPaths; i++)
this->paths[i] = paths[i];
if(cubemap){
texture = new u32;
createCubemap(false, flip, true);
}
else{
this->numFrames = numPaths;
texture = new u32[numPaths];
create2DTexture(flip);
}
}
void Texture::create2DTexture(bool flip){
mixRatio = .1;
for(int i = 0; i < numFrames; i++){
bool png = false;
int length = paths[i].length();
if(paths[i].substr(length - 4, string::npos) == ".png")
png = true;
glGenTextures(1, &texture[i]);
glBindTexture(GL_TEXTURE_2D, texture[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
u8 *image = ((ImageAsset*)AssetManager::getSingleton()->getAsset(paths[i]))->image;
glTexImage2D(GL_TEXTURE_2D, 0, png ? GL_RGBA : GL_RGB, width, height, 0, png ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
}
}
Texture::Texture(int width, bool depth, int mipmapLevel){
this->width = width;
this->mipmapLevel = mipmapLevel;
this->cubemap = true;
texture = new u32;
createCubemap(depth, false, false);
}
void Texture::createCubemap(bool depth, bool flip, bool fromFile){
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_CUBE_MAP, texture[0]);
for(int i = 0; i < 6; i++){
if(!depth){
if(fromFile){
u8 *image = ((ImageAsset*)AssetManager::getSingleton()->getAsset(paths[i]))->image;
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, width, width, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
}
else
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB16F, width, width, 0, GL_RGB, GL_UNSIGNED_INT, NULL);
}
else
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, width, width, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(mipmapLevel > 0){
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
else
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
Texture::Texture(FT_Face &face, char ch){
texture = new u32;
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(
GL_TEXTURE_2D,
0,
GL_RED,
face->glyph->bitmap.width,
face->glyph->bitmap.rows,
0,
GL_RED,
GL_UNSIGNED_BYTE,
face->glyph->bitmap.buffer
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture(){
glBindTexture(cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, 0);
if(numFrames > 0){
for(int i = 0; i < numFrames; i++)
glDeleteTextures(1, &texture[i]);
delete[] texture;
}
else{
glDeleteTextures(1, &texture[0]);
delete texture;
}
}
void Texture::animate(float value, KeyframeChannel keyframeChannel){
switch(keyframeChannel.type){
case KeyframeChannel::TEXTURE_MIX_RATIO:
mixRatio = value;
break;
case KeyframeChannel::TEXTURE_FRAME_A:
frameA = (int)value;
break;
case KeyframeChannel::TEXTURE_FRAME_B:
frameB = (int)value;
break;
}
}
void Texture::update(int id){
select(id, frameA);
if(numFrames > 0)
select(id + 1, frameB);
}
void Texture::select(int id, int fr){
glActiveTexture(GL_TEXTURE0 + id);
glBindTexture(cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, texture[fr]);
}
}