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#include "ImageData.h"
#include "Texture.h"
using namespace LuaBind;
Texture::Texture(TextureSetting setting, ImageData* imgData)
: NativeClass<Texture>()
{
Init(setting, imgData);
// force not keep imgData
m_KeepPixelData = false;
}
Texture::Texture(LuaBind::VM* vm, TextureSetting setting, ImageData* imgData)
: NativeClass<Texture>(vm)
{
Init(setting, imgData);
// keep image data ?
if (m_KeepPixelData)
{
LuaBind::State state = vm->GetCurThread();
imgData->PushUserdata(state);
SetMemberRef(state, m_ImageData, -1);
state.Pop(1);
}
}
void Texture::Init(TextureSetting setting, ImageData* imgData)
{
m_Width = imgData->width;
m_Height = imgData->height;
m_Type = setting.type;
m_Format = setting.format;
m_WrapMode = setting.wrapMode;
m_FilterMode = setting.filterMode;
m_KeepPixelData = setting.keepImageData;
glGenTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, m_GPUID);
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
switch (m_WrapMode) {
case ETextureWrapMode::Clamp:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
break;
case ETextureWrapMode::Repeat:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
case ETextureWrapMode::Mirror:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
break;
default:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
break;
}
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
switch (m_FilterMode) {
case ETextureFilterMode::Linear:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case ETextureFilterMode::Nearest:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
default:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgData->width, imgData->height, 0, GL_RGB, GL_UNSIGNED_BYTE, imgData->pixels);
CheckGLError(
glDeleteTextures(1, &m_GPUID);
glBindTexture(GL_TEXTURE_2D, 0);
throw TextureException(error);
);
}
Texture::~Texture()
{
glDeleteTextures(1, &m_GPUID);
}
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