Complete port over to C, replace glm math lib

This commit is contained in:
2016-06-18 19:12:09 +10:00
parent d4117ea729
commit 753d700ca6
271 changed files with 327 additions and 58516 deletions
+81
View File
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#include <Dengine\Texture.h>
enum BytesPerPixel
{
Greyscale = 1,
GreyscaleAlpha = 2,
RGB = 3,
RGBA = 4,
};
INTERNAL GLint getGLFormat(i32 bytesPerPixel, b32 srgb)
{
switch (bytesPerPixel)
{
case Greyscale:
return GL_LUMINANCE;
case GreyscaleAlpha:
return GL_LUMINANCE_ALPHA;
case RGB:
return (srgb ? GL_SRGB : GL_RGB);
case RGBA:
return (srgb ? GL_SRGB_ALPHA : GL_RGBA);
default:
// TODO(doyle): Invalid
// std::cout << "getGLFormat() invalid bytesPerPixel: "
// << bytesPerPixel << std::endl;
return GL_LUMINANCE;
}
}
Texture genTexture(const GLuint width, const GLuint height,
const GLint bytesPerPixel, const u8 *const image)
{
// TODO(doyle): Let us set the parameters gl params as well
glCheckError();
Texture tex = {0};
tex.width = width;
tex.height = height;
tex.internalFormat = GL_RGBA;
tex.wrapS = GL_REPEAT;
tex.wrapT = GL_REPEAT;
tex.filterMinification = GL_LINEAR;
tex.filterMagnification = GL_LINEAR;
glGenTextures(1, &tex.id);
glCheckError();
glBindTexture(GL_TEXTURE_2D, tex.id);
glCheckError();
/* Load image into texture */
// TODO(doyle) Figure out the gl format
tex.imageFormat = getGLFormat(bytesPerPixel, FALSE);
glCheckError();
glTexImage2D(GL_TEXTURE_2D, 0, tex.internalFormat, tex.width, tex.height, 0,
tex.imageFormat, GL_UNSIGNED_BYTE, image);
glCheckError();
glActiveTexture(GL_TEXTURE0);
// TODO(doyle): Don't forget about thsi!
glTexSubImage2D(GL_TEXTURE_2D, 0, 3, 3, 55, 55, GL_RGBA, GL_UNSIGNED_BYTE,
image);
glCheckError();
glGenerateMipmap(GL_TEXTURE_2D);
/* Set parameter of currently bound texture */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tex.wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tex.wrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
tex.filterMinification);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
tex.filterMagnification);
glCheckError();
/* Unbind and clean up */
glBindTexture(GL_TEXTURE_2D, 0);
glCheckError();
return tex;
}