spacebox/src/Texture.cpp

136 lines
4.5 KiB
C++

#include "Texture.hpp"
/* Have to pass our deleter to abstract base class at instantiation */
Texture::Texture() : GLObject(texture_deleter) {}
/* If an image path is passed at creation, the path will be stored in the class for later loading */
Texture::Texture(fs::path path) : Texture()
{
associate(path);
}
/* Store an image path as a member variable for loading later. Each texture should have one image
* path (support for multiple mipmap levels may be added later) */
void Texture::associate(fs::path path)
{
this->path = path;
}
/* Generate an ID for this Texture and save it */
void Texture::generate()
{
GLuint id;
glGenTextures(1, &id);
this->id(id);
}
/* Generate a GL_TEXTURE_2D texture ID and allocate GL_RGB8 storage for the given size */
void Texture::generate(glm::vec2 size)
{
generate();
bind();
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB8, size.x, size.y);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Game::log_gl_errors();
}
/* When called with no parameters, use the stored path variable */
void Texture::load()
{
load(path);
}
/* Create an SDL Surface from the supplied path and forward it to the loading function which accepts
* a surface pointer */
void Texture::load(fs::path path)
{
/* open path as surface which will free itself when it goes out of scope (at the end of this function) */
std::unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)> surface(IMG_Load(path.c_str()), SDL_FreeSurface);
std::unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)> flipped_surface(rotozoomSurfaceXY(surface.get(), 0, 1, -1, 0), SDL_FreeSurface);
load(flipped_surface.get());
}
/* Create an SDL Surface from the supplied RW pointer and forward it to the loading function which accepts
* a surface pointer */
void Texture::load(SDL_RWops* rw)
{
/* load RW as an SDL surface to translate image format into pixel data, flip, and get dimensions */
std::unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)> surface(IMG_Load_RW(rw, 0), SDL_FreeSurface);
std::unique_ptr<SDL_Surface, decltype(&SDL_FreeSurface)> flipped_surface(rotozoomSurfaceXY(surface.get(), 0, 1, -1, 0), SDL_FreeSurface);
load(flipped_surface.get());
}
/* Forward pixels and size to the generic pixel loading function */
void Texture::load(SDL_Surface* surface)
{
load(surface->pixels, {surface->w, surface->h}, GL_RGBA, GL_UNSIGNED_BYTE);
std::ostringstream message;
message << "loaded " << path << " (" << surface->w << "x" << surface->h << ")";
Game::log(message.str());
}
/* Bind texture and load pixel data using this class's generated ID */
void Texture::load(void* pixels, glm::vec2 size, GLenum format, GLenum type)
{
if (!generated())
{
generate(size);
}
bind();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size.x, size.y, format, type, pixels);
Game::log_gl_errors();
}
/* The texture must have been previously generated with a size to use this generic pixel data load function */
void Texture::load(void* pixels, GLenum format, GLenum type)
{
if (!generated())
{
throw std::invalid_argument("This texture has not been generated and has no size property, so a size must be provided");
}
else
{
load(pixels, size(), format, type);
}
}
void Texture::bind() const
{
glBindTexture(GL_TEXTURE_2D, this->id());
}
/* Return the size in pixels of mipmap level 0 (the only mipmap level supported by this class). If the texture hasn't been,
* generated, return {0, 0}. */
glm::vec2 Texture::size() const
{
if (generated())
{
bind();
int width, height;
int miplevel = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_HEIGHT, &height);
return {width, height};
}
else
{
return {0, 0};
}
}
/* Textures are considered equal if they have the same ID */
bool Texture::operator==(const Texture& texture) const
{
return id() == texture.id();
}
/* This function gets passed to the abstract base class for deleting the texture data when the ID
* pointer goes out of scope (when all instances of this texture and its copies are out of scope) */
void texture_deleter(GLuint* id)
{
/* not sure why SDL_Log works here at program end but SDL_LogDebug and SDL_LogInfo don't */
SDL_Log("destroying texture ID %i", *id);
glDeleteTextures(1, id);
}