pixwerx/src/visual/src/texture.cpp

151 lines
2.5 KiB
C++

#include "pw/visual/texture.hpp"
#include "glad/glad.h"
namespace pw {
struct texture::impl {
texture &_host;
GLuint _texture_id;
GLuint _texture_sampler;
impl() = delete;
impl(texture& host)
: _host(host)
{
}
~impl()
{
destroy();
}
GLuint gl_shape() {
switch (_host.shape()) {
case data_layout::shape_1d:
return GL_TEXTURE_1D;
case data_layout::shape_2d:
return GL_TEXTURE_2D;
case data_layout::shape_3d:
return GL_TEXTURE_3D;
}
debug::e() << __PRETTY_FUNCTION__ << " unknown texture layout";
return 0;
}
void bind()
{
glBindTexture(gl_shape(), _texture_id);
}
void unbind()
{
glBindTexture(gl_shape(), 0);
}
void create_sampler()
{
bind();
glGenSamplers(1, &_texture_sampler);
glSamplerParameteri(_texture_sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glSamplerParameteri(_texture_sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// glSamplerParameteri(_texture_sampler, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glSamplerParameteri(_texture_sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameteri(_texture_sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
unbind();
}
void create()
{
auto i = _host._image;
glGenTextures(1, &_texture_id);
glBindTexture(gl_shape(),_texture_id);
GLuint format = GL_RGBA;
glTexImage2D(gl_shape(),0,format,i->size().width,i->size().height,0,format,GL_UNSIGNED_BYTE,i->data());
glGenerateMipmap(gl_shape());
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_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
void destroy()
{
glDeleteTextures(1,&_texture_id);
}
};
//
// Wrapper
//
texture::texture()
: _impl { make_unique<texture::impl>(*this) }
{
}
texture::texture(image_ref i, texture::data_layout s)
{
texture();
set_image(i);
set_shape(s);
_impl->create();
}
texture::~texture()
{
}
void texture::set_image(image_ref i)
{
_image = i;
_impl->create();
}
void texture::set_shape(data_layout s)
{
_shape = s;
}
void texture::set_wrap(wrap_mode w)
{
_wrap = w;
}
uint32_t texture::native_handle() const
{
return _impl->_texture_id;
}
uint32_t texture::native_sampler_handle() const
{
return _impl->_texture_sampler;
}
}