#include "GL/gl3w.h" #include "GL/gl.h" #include "TextureHelperOpenGL.hpp" void TSE::GLFW::TextureHelperOpenGL::Bind(const Texture *tex) { glBindTexture(GL_TEXTURE_2D, tex->GetTextureId()); } void TSE::GLFW::TextureHelperOpenGL::UnBind(const Texture *tex) { glBindTexture(GL_TEXTURE_2D, 0); } void TSE::GLFW::TextureHelperOpenGL::Apply(Texture *tex) { glBindTexture(GL_TEXTURE_2D, tex->GetTextureId()); if(tex->Chanels() == 1) { if (tex->bpp() == 8) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr()); } if(tex->Chanels() == 3) { if(tex->bpp() == 24) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGR, GL_UNSIGNED_BYTE, tex->GetImagePtr()); } else if(tex->Chanels() == 4) { if(tex->bpp() == 32) glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, tex->GetImagePtr()); if (tex->bpp() == 8) //need to decode it with bitwise operations in shader glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, tex->Width(), tex->Height(), 0, GL_RED, GL_UNSIGNED_BYTE, tex->GetImagePtr()); } glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); } void TSE::GLFW::TextureHelperOpenGL::Regist(Texture *tex) { uint TextureID; glGenTextures(1, &TextureID); glBindTexture(GL_TEXTURE_2D, TextureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); tex->SetTextureId(TextureID); tex->Apply(); } void TSE::GLFW::TextureHelperOpenGL::PlatromDestroy(Texture *tex) { uint id = tex->GetTextureId(); glDeleteTextures(1, &id); }