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Texture.cpp
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62 lines (50 loc) · 1.89 KB
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#include "Texture.h"
#include<iostream>
Texture::Texture(void)
{
isActive=false;
}
Texture::~Texture(void)
{
}
void Texture::init(GLenum tempFormat, GLint width, GLint height)
{
format = tempFormat;
isActive = true;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if(format==GL_DEPTH_COMPONENT24)
{
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
}
else
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, GL_FLOAT, 0);
}
void Texture::init(GLenum tempFormat, GLint width, GLint height, GLubyte *data)
{
format = tempFormat;
isActive = true;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
}
void Texture::init(GLenum tempFormat, GLint width, GLint height, GLint depth, GLubyte *data)
{
format = tempFormat;
isActive =true;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_3D, textureID);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage3D(GL_TEXTURE_3D, 0, format, width, height, depth, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}