#include "texture.h" #include "glassert.h" #include Texture::Texture(const QString filename) : type(GL_TEXTURE_2D) { glAssert(glGenTextures(1, &texId)); glAssert(glBindTexture(type, texId)); createTexture(filename, GL_TEXTURE_2D); setWrap(GL_REPEAT); setFiltering(GL_NEAREST); } Texture::Texture(const QString filename[6]) : type(GL_TEXTURE_CUBE_MAP) { glAssert(glActiveTexture(GL_TEXTURE0)); glAssert(glGenTextures(1, &texId)); glAssert(glBindTexture(type, texId)); for(int i=0; i<6; ++i) { createTexture(filename[i], GL_TEXTURE_CUBE_MAP_POSITIVE_X + i); setWrap(GL_CLAMP_TO_EDGE); setFiltering(GL_LINEAR); } } Texture::~Texture() { glAssert(glDeleteTextures(1, &texId)); } void Texture::createTexture(QString filename, GLenum textureSlot) { QImage img(filename); int bpp = (img.depth() == 32) ? GL_RGBA : GL_RGB; int format = (img.depth() == 32) ? GL_BGRA : GL_BGR; glAssert(glTexImage2D(textureSlot, 0, bpp, img.width(), img.height(), 0, format, GL_UNSIGNED_BYTE, img.bits())); } void Texture::setWrap(GLint wrap) { glAssert(glTexParameteri(type, GL_TEXTURE_WRAP_S, wrap)); glAssert(glTexParameteri(type, GL_TEXTURE_WRAP_T, wrap)); glAssert(glTexParameteri(type, GL_TEXTURE_WRAP_R, wrap)); } void Texture::setFiltering(GLint filter) { glAssert(glTexParameteri(type, GL_TEXTURE_MIN_FILTER, filter)); glAssert(glTexParameteri(type, GL_TEXTURE_MAG_FILTER, filter)); } void Texture::bind(int slot) { GLenum texSlot = GL_TEXTURE0+slot; glAssert(glActiveTexture(texSlot)); glAssert(glBindTexture(type, texId)); }