131 lines
4.7 KiB
C++
131 lines
4.7 KiB
C++
// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/Wrapper/Texture.hpp>
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#include <cassert>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz::GL
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{
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inline TextureTarget Texture::GetTarget() const
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{
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return m_target;
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}
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inline void Texture::SetParameterf(GLenum pname, GLfloat param)
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexParameterf(ToOpenGL(m_target), pname, param);
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}
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inline void Texture::SetParameteri(GLenum pname, GLint param)
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexParameteri(ToOpenGL(m_target), pname, param);
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}
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inline void Texture::SetParameterfv(GLenum pname, const GLfloat* param)
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexParameterfv(ToOpenGL(m_target), pname, param);
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}
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inline void Texture::SetParameteriv(GLenum pname, const GLint* param)
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{
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assert(m_objectId);
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexParameteriv(ToOpenGL(m_target), pname, param);
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}
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inline void Texture::TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type)
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{
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return TexImage2D(target, level, internalFormat, width, height, border, format, type, nullptr);
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}
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inline void Texture::TexImage2D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* data)
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{
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m_target = target;
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexImage2D(ToOpenGL(m_target), level, internalFormat, width, height, border, format, type, data);
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}
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inline void Texture::TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type)
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{
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return TexImage3D(target, level, internalFormat, width, height, depth, border, format, type, nullptr);
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}
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inline void Texture::TexImage3D(TextureTarget target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* data)
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{
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m_target = target;
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexImage3D(ToOpenGL(m_target), level, internalFormat, width, height, depth, border, format, type, data);
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}
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inline void Texture::TexStorage2D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height)
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{
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m_target = target;
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexStorage2D(ToOpenGL(m_target), levels, internalFormat, width, height);
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}
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inline void Texture::TexStorage3D(TextureTarget target, GLint levels, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth)
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{
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m_target = target;
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexStorage3D(ToOpenGL(m_target), levels, internalFormat, width, height, depth);
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}
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inline void Texture::TexSubImage2D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
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{
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexSubImage2D(ToOpenGL(target), level, xoffset, yoffset, width, height, format, type, data);
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//< TODO: Handle errors
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}
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inline void Texture::TexSubImage3D(TextureTarget target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void* data)
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{
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const Context& context = EnsureDeviceContext();
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context.BindTexture(m_target, m_objectId);
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context.glTexSubImage3D(ToOpenGL(target), level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
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//< TODO: Handle errors
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}
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inline GLuint Texture::CreateHelper(OpenGLDevice& /*device*/, const Context& context)
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{
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GLuint texture = 0;
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context.glGenTextures(1U, &texture);
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return texture;
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}
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inline void Texture::DestroyHelper(OpenGLDevice& device, const Context& context, GLuint objectId)
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{
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context.glDeleteTextures(1U, &objectId);
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device.NotifyTextureDestruction(objectId);
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}
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}
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#include <Nazara/OpenGLRenderer/DebugOff.hpp>
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