1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
|
/*
This file is part of the MinGfx Project.
Copyright (c) 2017,2018 Regents of the University of Minnesota.
All Rights Reserved.
Original Author(s) of this File:
Dan Keefe, 2018, University of Minnesota
Author(s) of Significant Updates/Modifications to the File:
...
*/
#ifndef SRC_TEXTURE2D_H_
#define SRC_TEXTURE2D_H_
#include "opengl_headers.h"
#include "color.h"
#include <string>
namespace mingfx {
/** A wrapper around a 2D texture that supports loading images from files or
setting texture color data directly. Example:
~~~
Texture2D tex1;
Texture2D tex2(GL_CLAMP_TO_EDGE);
void MyGraphicsApp::InitOpenGL() {
std::vector<std::string> search_path;
search_path.push_back(".");
search_path.push_back("./data");
search_path.push_back("./shaders");
tex1.InitFromFile(Platform::FindFile("earth-2k.png", search_path));
tex2.InitFromFile(Platform::FindFile("toon-ramp.png", search_path));
}
~~~
*/
class Texture2D {
public:
/// Creates an empty texture. Optional parameters can be provided to set
/// the texture wrap mode and filter mode.
Texture2D(GLenum wrapMode=GL_REPEAT, GLenum filterMode=GL_LINEAR);
virtual ~Texture2D();
/// Call this from within the InitOpenGL() function since it will initialize
/// not just the Texture2D's internal data but also an OpenGL texture to be
/// stored on the graphics card. Internally, this uses the stbi library to
/// load images. It supports png, jpg, bmp, and other file formats.
bool InitFromFile(const std::string &filename);
/// Call this from within the InitOpenGL() function since it will initialize
/// not just the Texture2D's internal data but also an OpenGL texture to be
/// stored on the graphics card.
/// With this version of Init, you may pass in your own pointer to color data.
/// The data argument must point to an array of 4-channel color data stored as
/// unsigned chars in RGBA format. You are responsible for managing the memory
/// for this array. If you will never call Pixel(), then it is safe to free
/// data as soon as this function returns. Otherwise, you need to make sure
/// data does not change in memory until you destroy the Texture2D object.
bool InitFromBytes(int width, int height, const unsigned char * data);
/// Call this from within the InitOpenGL() function since it will initialize
/// not just the Texture2D's internal data but also an OpenGL texture to be
/// stored on the graphics card.
/// With this version of Init, you may pass in your own pointer to color data.
/// The data argument must point to an array of 4-channel color data stored as
/// floats in RGBA format. You are responsible for managing the memory
/// for this array. If you will never call Pixel(), then it is safe to free
/// data as soon as this function returns. Otherwise, you need to make sure
/// data does not change in memory until you destroy the Texture2D object.
bool InitFromFloats(int width, int height, const float * data);
/// This function may be called to re-read the texture data from an array
/// formated the same as in InitFromBytes. The width and height of the
/// texture must remain the same.
bool UpdateFromBytes(const unsigned char * data);
/// This function may be called to re-read the texture data from an array
/// formated the same as in InitFromFloats. The width and height of the
/// texture must remain the same.
bool UpdateFromFloats(const float * data);
/// Returns true if the texture data has been successfully transferred to OpenGL.
bool initialized() const;
/// Returns the width in pixels of the texture.
int width() const;
/// Returns the height in pixels of the texture.
int height() const;
/// Returns the unsigned int used as the texture handle by OpenGL
GLuint opengl_id() const;
/// Returns an enumerated constant for the OpenGL wrap mode used by the texture.
GLenum wrap_mode() const;
/// Returns an enumerated constant for the OpenGL filter mode used by the texture.
GLenum filter_mode() const;
/// Uses the OpenGL texture wrap mode arguments
void set_wrap_mode(GLenum wrapMode);
/// Uses the OpenGL texture filter mode arguments
void set_filter_mode(GLenum filterMode);
/// Returns the color at the specified pixel. The top left corner of the
/// image is (0,0) and the bottom right is (width()-1, height()-1).
Color Pixel(int x, int y) const;
private:
bool InitOpenGL();
GLenum dataType_; // GL_UNSIGNED_BYTE or GL_FLOAT
const unsigned char * data_ubyte_;
const float * data_float_;
int width_;
int height_;
bool handleMemInternally_;
GLuint texID_;
GLenum wrapMode_;
GLenum filterMode_;
};
} // end namespace
#endif
|