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Texture.cpp
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46 lines (41 loc) · 1.71 KB
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#include <GL/glew.h>
#include <iostream>
#include "Texture.h"
Texture2D::Texture2D()
: Width(0), Height(0), Internal_Format(GL_RGBA), Image_Format(GL_RGBA), Wrap_S(GL_REPEAT), Wrap_T(GL_REPEAT), Filter_Min(GL_LINEAR), Filter_Max(GL_LINEAR)
{
glGenTextures(1, &this->ID);
}
void Texture2D::Bind() const
{
glBindTexture(GL_TEXTURE_2D, this->ID);
}
void Texture2D::Generate(GLuint width, GLuint height, unsigned char* data)
{
Width = width;
Height = height;
glBindTexture(GL_TEXTURE_2D, this->ID);
glTexImage2D(GL_TEXTURE_2D, 0, this->Internal_Format, width, height, 0, this->Image_Format, GL_UNSIGNED_BYTE, data);
// Set Texture wrap and filter modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->Wrap_T);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Max);
// Unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture2D::GenerateBlank()
{
Width = 1;
Height = 1;
glBindTexture(GL_TEXTURE_2D, this->ID);
float blank_img[] = {1.0, 1.0, 1.0};
glTexImage2D(GL_TEXTURE_2D, 0, this->Internal_Format, Width, Height, 0, this->Image_Format, GL_FLOAT, blank_img);
// Set Texture wrap and filter modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->Wrap_T);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Max);
// Unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
}