Revert "animatable textures"

This reverts commit 8226a9479ce8ab45bed5bc6acbba63eaaf0e6330.

point light shadows
fixed spotlights
geometry shaders
This commit is contained in:
devZoGok
2021-10-19 19:06:40 +03:00
parent 0193216ebb
commit c7940f7280
14 changed files with 270 additions and 142 deletions
+39 -21
View File
@@ -32,27 +32,6 @@ namespace vb01{
}
}
Texture::Texture(FT_Face &face, char ch){
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
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(string path,bool flip){
bool png=false;
int length=path.length();
@@ -104,6 +83,45 @@ namespace vb01{
}
Texture::Texture(int width){
this->width=width;
this->type=TextureType::TEXTURE_CUBEMAP;
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_CUBE_MAP,texture);
for(int i=0;i<6;i++)
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_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_CUBE_MAP,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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);
}
Texture::Texture(FT_Face &face, char ch){
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
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(type==TEXTURE_2D?GL_TEXTURE_2D:GL_TEXTURE_CUBE_MAP,0);
glDeleteTextures(1,&texture);