OZ++ Class: OpenGLTexture |
/****************************************************************************** * * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions, and the following disclaimer. * * 2. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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. * * * OpenGLTexture.h * *****************************************************************************/ #pragma once #include <oz++/Exception.h> //#include <sol/ArrayT.h> #include <oz++/opengl/OpenGLObject.h> #include <math.h> #include <oz++/opengl/TextureCoord2Vertex3.h> namespace OZ { class OpenGLTexture :public OpenGLObject { private: GLuint id; GLenum target; public: OpenGLTexture(GLenum target = GL_TEXTURE_2D) :OpenGLObject(), target(target) { /* target must be one of GL_TEXTURE_1D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_1D_ARRAY, GL_TEXTURE_2D_ARRAY, GL_TEXTURE_RECTANGLE, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BUFFER, GL_TEXTURE_2D_MULTISAMPLE or GL_TEXTURE_2D_MULTISAMPLE_ARRAY. */ glEnable(target); glGenTextures(1, &id); } ~OpenGLTexture() { glDisable(target); glDeleteTextures(1, &id); } void bind() { glBindTexture(target, id); } void unbind() { glBindTexture(target, 0); } void parameter(GLenum name, GLenum value) { glTexParameterf(target, name, value); } //2016/07/15 void parameter(GLenum pname, GLint param) { glTexParameteri(target, pname, param); } GLenum getTarget() { return target; } GLuint getTexture() { return id; } operator GLuint() { return id; } void env(GLenum name, GLenum value) { glTexEnvf(GL_TEXTURE_ENV, name, value); } void coord(GLdouble s) { glTexCoord1d(s); } void coord(GLfloat s) { glTexCoord1f(s); } void coord(GLint s) { glTexCoord1i(s); } void coord(GLshort s) { glTexCoord1s(s); } void coord(GLdouble s, GLdouble t) { glTexCoord2d(s, t); } void coord(GLfloat s, GLfloat t) { glTexCoord2f(s, t); } //2016/07/20 void coordVertex(TextureCoord2Vertex3& cube) { glTexCoord2f(cube.coord.s, cube.coord.t); glVertex3f(cube.vertex.x, cube.vertex.y, cube.vertex.z); } //2016/07/20 void coordVertex(GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z) { glTexCoord2f(s, t); glVertex3f(x, y, z); } void coordi(GLint s, GLint t) { glTexCoord2i(s, t); } void coord(GLshort s, GLshort t) { glTexCoord2s(s, t); } void coord(GLdouble s, GLdouble t, GLdouble r) { glTexCoord3d(s, t, r); } void coord(GLfloat s, GLfloat t, GLfloat r) { glTexCoord3f(s, t, r); } void coord(GLint s, GLint t, GLint r) { glTexCoord3i(s, t, r); } void coord(GLshort s, GLshort t, GLshort r) { glTexCoord3s(s, t, r); } void coord(GLdouble s, GLdouble t, GLdouble r, GLdouble q) { glTexCoord4d(s, t, r, q); } void coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) { glTexCoord4f(s, t, r, q); } void coord(GLint s, GLint t, GLint r, GLint q) { glTexCoord4i(s, t, r, q); } void coord(GLshort s, GLshort t, GLshort r, GLshort q) { glTexCoord4s(s, t, r, q); } void coord(const GLdouble *v, size_t size) { assert(v); switch(size) { case 1: glTexCoord1dv(v); break; case 2: glTexCoord2dv(v); break; case 3: glTexCoord3dv(v); break; case 4: glTexCoord4dv(v); break; } } void coord(const GLfloat *v, size_t size) { assert(v); switch(size) { case 1: glTexCoord1fv(v); break; case 2: glTexCoord2fv(v); break; case 3: glTexCoord3fv(v); break; case 4: glTexCoord4fv(v); break; } } void coord(const GLshort *v, size_t size) { assert(v); switch(size) { case 1: glTexCoord1sv(v); break; case 2: glTexCoord2sv(v); break; case 3: glTexCoord3sv(v); break; case 4: glTexCoord4sv(v); break; } } void coord(const GLint *v, size_t size) { assert(v); switch(size) { case 1: glTexCoord1iv(v); break; case 2: glTexCoord2iv(v); break; case 3: glTexCoord3iv(v); break; case 4: glTexCoord4iv(v); break; } } //2016/07/16 The generation of texture coordinates void generate(GLenum coord, GLenum pname, GLint param) { glTexGeni(coord, pname, param); } void generate(GLenum coord, GLenum pname, GLfloat param) { glTexGenf(coord, pname, param); } void generate(GLenum coord, GLenum pname, GLdouble param) { glTexGend(coord, pname, param); } void pixelStore(GLenum pname, GLint param) { glPixelStorei(pname, param); } void pixelStore(GLenum pname, GLfloat param) { glPixelStoref(pname, param); } }; }