mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
removed unneeded texture members, added mipmaps
This commit is contained in:
+37
-25
@@ -20,6 +20,7 @@ namespace vb01{
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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if(shadowMap){
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@@ -39,49 +40,53 @@ namespace vb01{
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}
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}
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Texture::Texture(string path[], int numPaths, TextureTypeId textureTypeId, bool flip){
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Texture::Texture(string paths[], int numPaths, bool cubemap, int mipmapLevel, bool flip){
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this->numFrames = numPaths;
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this->cubemap = cubemap;
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this->paths = new string[numPaths];
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for(int i = 0; i < numPaths; i++)
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this->paths[i] = paths[i];
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if(cubemap){
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texture = new u32;
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createCubemap(false, flip);
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}
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else{
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texture = new u32[numPaths];
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create2DTexture(flip);
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}
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}
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void Texture::create2DTexture(bool flip){
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mixRatio = .1;
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this->typeId = textureTypeId;
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this->numFrames = numPaths;
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texture = new u32[numPaths];
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for(int i = 0; i < numPaths; i++){
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for(int i = 0; i < numFrames; i++){
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bool png = false;
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int length = path[i].length();
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int length = paths[i].length();
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if(path[i].substr(length - 4, string::npos) == ".png")
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if(paths[i].substr(length - 4, string::npos) == ".png")
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png = true;
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glGenTextures(1, &texture[i]);
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glBindTexture(GL_TEXTURE_2D, texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_set_flip_vertically_on_load(flip);
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data = stbi_load(path[i].c_str(), &width, &height, &numChannels, 0);
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data = stbi_load(paths[i].c_str(), &width, &height, &numChannels, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, png ? GL_RGBA : GL_RGB, width, height, 0, png ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, data);
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//glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(data);
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}
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}
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Texture::Texture(string paths[6], bool flip){
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this->type = TextureType::TEXTURE_CUBEMAP;
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texture = new u32;
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for(int i = 0; i < 6; i++)
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this->paths[i] = paths[i];
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createCubemap(false, flip);
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}
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Texture::Texture(int width, bool depth){
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this->width = width;
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this->type = TextureType::TEXTURE_CUBEMAP;
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texture = new u32;
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createCubemap(true, false);
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@@ -97,23 +102,27 @@ namespace vb01{
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for(int i = 0; i < 6; i++){
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if(!depth){
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data = stbi_load(paths[i].c_str(), &width, &height, &numChannels, 0);
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if(data){
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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stbi_image_free(data);
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}
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else{
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cout<<"Failed to read cubemap texture "<<i<<endl;
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cout << "Failed to read cubemap texture " << i << endl;
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exit(-1);
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}
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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}
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else{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_DEPTH_COMPONENT, width, width, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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}
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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@@ -141,10 +150,12 @@ namespace vb01{
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}
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Texture::~Texture(){
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glBindTexture(type == TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP, 0);
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glBindTexture(cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, 0);
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if(numFrames > 0){
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for(int i = 0; i < numFrames; i++)
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glDeleteTextures(1, &texture[i]);
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delete[] texture;
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}
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else{
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@@ -169,12 +180,13 @@ namespace vb01{
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void Texture::update(int id){
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select(id, frameA);
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if(numFrames > 0)
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select(id + 1, frameB);
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}
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void Texture::select(int id, int fr){
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glActiveTexture(GL_TEXTURE0 + id);
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glBindTexture(type == TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP, texture[fr]);
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glBindTexture(cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D, texture[fr]);
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}
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}
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