-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathTexture.cpp
120 lines (97 loc) · 3.29 KB
/
Texture.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
#include "Texture.h"
#include <IL/il.h>
#include <IL/ilu.h>
#include <string>
#include "Renderer.h"
unsigned int Texture :: loadTex(std::string fn, unsigned int flags)
{
//return 1; // bypass textures
ILuint tempImage;
GLuint solutionTexture;
ilGenImages(1,&tempImage);
glGenTextures(1,&solutionTexture);
ilBindImage(tempImage);
if(!ilLoadImage((char*)fn.c_str())){
id = 0;
return 0;
}
//if(!flip)
// iluFlipImage();
//if(!trans)
ILinfo ImageInfo;
iluGetImageInfo(&ImageInfo);
if (ImageInfo.Origin == IL_ORIGIN_UPPER_LEFT)
iluFlipImage();
//ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE);
//wglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPushAttrib(GL_ENABLE_BIT);
glBindTexture(GL_TEXTURE_2D,solutionTexture);
//if(mip)
//{
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_LINEAR);
//}
//else
//{
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
//}
float filter = 2.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &filter); // can cause huge framerate drops
//Log::get().write("Anisotropic Filtering: " + str(round_int(filter)) + "x");
if (filter >= 2.0f)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, filter);
if(flags & CLAMP)
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
if(flags & MIPMAP){
// GLU version:
// gluBuild2DMipmaps(GL_TEXTURE_2D,ilGetInteger(IL_IMAGE_BPP),ilGetInteger(IL_IMAGE_WIDTH),
//ilGetInteger(IL_IMAGE_HEIGHT),ilGetInteger(IL_IMAGE_FORMAT),GL_UNSIGNED_BYTE,ilGetData());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 4);
glTexImage2D(GL_TEXTURE_2D,0,ilGetInteger(IL_IMAGE_BPP),ilGetInteger(IL_IMAGE_WIDTH),
ilGetInteger(IL_IMAGE_HEIGHT),0,ilGetInteger(IL_IMAGE_FORMAT),GL_UNSIGNED_BYTE,ilGetData());
glGenerateMipmap(GL_TEXTURE_2D);
}
else
{
glTexImage2D(GL_TEXTURE_2D,0,ilGetInteger(IL_IMAGE_BPP),ilGetInteger(IL_IMAGE_WIDTH),
ilGetInteger(IL_IMAGE_HEIGHT),0,ilGetInteger(IL_IMAGE_FORMAT),GL_UNSIGNED_BYTE,ilGetData());
}
ilDeleteImages(1,&tempImage);
id = solutionTexture;
return id;
}
void Texture :: unload()
{
if(id)
{
glDeleteTextures(1,&id);
id = 0;
}
}
void Texture :: bind(unsigned int layer)
{
//glActiveTexture(GL_TEXTURE0 + layer);
//glEnable(GL_TEXTURE_2D);
//glBindTexture(GL_TEXTURE_2D,id);
Renderer::get().bindTexture(this, layer);
}
void Texture :: unbind()
{
Renderer::get().unbindTextures();
//for(unsigned int i=0; i < nlayers; ++i) {
// glActiveTexture(GL_TEXTURE0 + i);
// glBindTexture(GL_TEXTURE_2D, 0);
// glDisable(GL_TEXTURE_2D);
//}
//glActiveTexture(GL_TEXTURE0);
}