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Texture.h
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// Texture.h
// modified from https://github.com/mortennobel/OpenGL_3_2_Utils
/*!
* OpenGL 3.2 Utils - Extension to the Angel library (from the book Interactive Computer Graphics 6th ed
* https://github.com/mortennobel/OpenGL_3_2_Utils
*
* New BSD License
*
* Copyright (c) 2011, Morten Nobel-Joergensen
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted provided that the
* following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this list of conditions and the following
* disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __VertexBlending__Texture__
#define __VertexBlending__Texture__
#include <iostream>
//#include "Angel.h"
//#include "DemoModule.h"
#ifndef GL_RGBA32F
#define GL_RGBA32F 0x8814
#endif
#ifdef __APPLE__
#define glGenVertexArrays glGenVertexArraysAPPLE
#define glBindVertexArray glBindVertexArrayAPPLE
#endif
namespace ssg {
// Create a texture
class Texture {
public:
Texture(){};
Texture(GLuint width, GLuint height, bool floatingPoint = false, bool mipmaps = false,
unsigned int texUnit = 0);
Texture(const char* bmpfilename, bool floatingPoint = false,
bool mipmaps = false,
unsigned int texUnit = 0,
bool repeat = false);
~Texture();
// Render the texture the the screen
void renderFullscreenQuad();
GLuint getHeight() { return height; }
GLuint getWidth() { return width; }
GLuint getTextureId() { return textureId; }
// Explicit generate mipmaps
void generateMipmaps();
// load checkerboard image
void loadChecks(unsigned int texUnit);
void loadZeros(unsigned int texUnit);
// void loadBMP( const char* filename );
void bind(unsigned int texUnit);
void unbind(unsigned int texUnit);
//private:
void setupRenderFullscreenQuad(const char* vprog="shaders120/fullscreentexture.vert",
const char* fprog="shaders120/fullscreentexture.frag");
void setupTexParams(bool floatingPoint, bool mipmaps, bool repeat = false);
GLuint textureId;
bool floatingPoint;
GLuint width;
GLuint height;
GLuint drawTextureShader;
GLuint drawTextureVertexArrayObject;
GLuint drawTextureUniform;
int count_; // for Ptr<>
};
class ShadowTexture : public Texture
{
public:
static const int SHADOW_WIDTH;
ShadowTexture ();
~ShadowTexture();
GLuint getTextureId() { return textureId; }
};
}; // namespace ssg
#endif /* defined(__VertexBlending__Texture__) */