Move OpenGL backend classes from tests/OpenGL to engine/
- Relocated OpenGLDevice, OpenGLShader, OpenGLBuffer, OpenGLVertexArray, OpenGLTexture to engine/ - Updated engine/CMakeLists.txt to include OpenGL backend source files - Updated tests/OpenGL/CMakeLists.txt to use engine backend - Added OpenGLTexture class implementation
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79
engine/src/RHI/OpenGL/OpenGLTexture.cpp
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79
engine/src/RHI/OpenGL/OpenGLTexture.cpp
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#define GLFW_INCLUDE_NONE
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#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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#include <iostream>
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namespace XCEngine {
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namespace RHI {
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OpenGLTexture::OpenGLTexture()
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: m_texture(0)
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, m_width(0)
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, m_height(0)
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, m_channels(0) {
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}
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OpenGLTexture::~OpenGLTexture() {
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Shutdown();
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}
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bool OpenGLTexture::Initialize2D(int width, int height, int channels, const void* data, bool generateMipmap) {
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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GLenum format = (channels == 4) ? GL_RGBA : GL_RGB;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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if (generateMipmap) {
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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m_width = width;
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m_height = height;
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m_channels = channels;
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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bool OpenGLTexture::LoadFromFile(const char* path, bool flipVertical) {
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stbi_set_flip_vertically_on_load(flipVertical ? 1 : 0);
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unsigned char* data = stbi_load(path, &m_width, &m_height, &m_channels, 0);
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if (!data) {
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std::cout << "Failed to load texture: " << path << std::endl;
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return false;
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}
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bool result = Initialize2D(m_width, m_height, m_channels, data, true);
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stbi_image_free(data);
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return result;
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}
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void OpenGLTexture::Shutdown() {
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if (m_texture) {
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glDeleteTextures(1, &m_texture);
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m_texture = 0;
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}
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}
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void OpenGLTexture::Bind(int slot) const {
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glActiveTexture(GL_TEXTURE0 + slot);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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}
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void OpenGLTexture::Unbind() const {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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} // namespace RHI
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} // namespace XCEngine
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