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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 13:19:20 +02:00
Files
maszyna/gl/cubemap.cpp

59 lines
2.1 KiB
C++

#include "stdafx.h"
#include "cubemap.h"
gl::cubemap::cubemap()
{
glGenTextures(1, *this);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
gl::cubemap::~cubemap()
{
glDeleteTextures(1, *this);
}
void gl::cubemap::alloc(GLint format, int width, int height, GLenum components, GLenum type) const
{
glBindTexture(GL_TEXTURE_CUBE_MAP, *this);
for (GLuint tgt = GL_TEXTURE_CUBE_MAP_POSITIVE_X; tgt <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; tgt++)
glTexImage2D(tgt, 0, format, width, height, 0, components, type, nullptr);
// make the cubemap sample-complete with no mipmaps required.
// generate_mipmaps() will later override MIN_FILTER once mips actually exist.
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}
void gl::cubemap::alloc_levels(GLenum format, int size, int levels) const
{
glBindTexture(GL_TEXTURE_CUBE_MAP, *this);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, levels, format, size, size);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, levels - 1);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}
void gl::cubemap::bind(int unit) const
{
glActiveTexture(unit);
glBindTexture(GL_TEXTURE_CUBE_MAP, *this);
}
void gl::cubemap::generate_mipmaps() const
{
glBindTexture(GL_TEXTURE_CUBE_MAP, *this);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
}