#include namespace Dengine { Texture::Texture() : mId(0) , mWidth(0) , mHeight(0) , mInternalFormat(GL_RGB) , mImageFormat(GL_RGB) , mWrapS(GL_REPEAT) , mWrapT(GL_REPEAT) , mFilterMinification(GL_LINEAR) , mFilterMagnification(GL_LINEAR) { glGenTextures(1, &mId); } enum BytesPerPixel { Greyscale = 1, GreyscaleAlpha = 2, RGB = 3, RGBA = 4, }; INTERNAL GLint getGLFormat(BytesPerPixel 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; } } void Texture::generate(GLuint width, GLuint height, u8 *image) { // TODO(doyle): Let us set the parameters gl params as well mWidth = width; mHeight = height; glBindTexture(GL_TEXTURE_2D, mId); /* Load image into texture */ // TODO(doyle) Figure out the gl format glTexImage2D(GL_TEXTURE_2D, 0, mInternalFormat, mWidth, mHeight, 0, mImageFormat, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); /* Set parameter of currently bound texture */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mWrapS); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mWrapT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mFilterMinification); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mFilterMagnification); /* Unbind and clean up */ glBindTexture(GL_TEXTURE_2D, 0); } void Texture::bind() const { glBindTexture(GL_TEXTURE_2D, mId); } }