#include "XCEngine/RHI/OpenGL/OpenGLTexture.h" #include "XCEngine/RHI/OpenGL/OpenGLEnums.h" #include #include #include namespace XCEngine { namespace RHI { OpenGLTexture::OpenGLTexture() : m_texture(0) , m_type(OpenGLTextureType::Texture2D) , m_width(0) , m_height(0) , m_depth(0) , m_mipLevels(1) , m_channels(0) { } OpenGLTexture::~OpenGLTexture() { Shutdown(); } bool OpenGLTexture::Initialize(OpenGLTextureType type, int width, int height, int depth, int mipLevels, OpenGLFormat format, const void* data) { m_type = type; m_width = width; m_height = height; m_depth = depth; m_mipLevels = mipLevels; unsigned int target = ToOpenGL(type); GLint internalFormat; GLenum glFormat, glType; ToOpenGLFormat(format, internalFormat, glFormat, glType); glGenTextures(1, &m_texture); glBindTexture(target, m_texture); if (type == OpenGLTextureType::TextureCube) { for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, width, height, 0, glFormat, glType, data); } } else if (type == OpenGLTextureType::Texture1D) { glTexImage1D(GL_TEXTURE_1D, 0, internalFormat, width, 0, glFormat, glType, data); } else if (type == OpenGLTextureType::Texture3D) { glTexImage3D(GL_TEXTURE_3D, 0, internalFormat, width, height, depth, 0, glFormat, glType, data); } else { glTexImage2D(target, 0, internalFormat, width, height, 0, glFormat, glType, data); } if (mipLevels > 1) { glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } else { glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(target, 0); return true; } bool OpenGLTexture::Initialize2D(int width, int height, int channels, const void* data, bool generateMipmap) { m_channels = channels; m_type = OpenGLTextureType::Texture2D; m_width = width; m_height = height; m_depth = 1; m_mipLevels = generateMipmap ? 0 : 1; glGenTextures(1, &m_texture); glBindTexture(GL_TEXTURE_2D, m_texture); GLenum format = (channels == 4) ? GL_RGBA : GL_RGB; glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); if (generateMipmap) { glGenerateMipmap(GL_TEXTURE_2D); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, 0); return true; } bool OpenGLTexture::InitializeCubeMap(int size, int mipLevels, OpenGLFormat format, const void* data) { m_type = OpenGLTextureType::TextureCube; m_width = size; m_height = size; m_depth = 1; m_mipLevels = mipLevels; GLint internalFormat; GLenum glFormat, glType; ToOpenGLFormat(format, internalFormat, glFormat, glType); glGenTextures(1, &m_texture); glBindTexture(GL_TEXTURE_CUBE_MAP, m_texture); for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internalFormat, size, size, 0, glFormat, glType, data); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, mipLevels > 1 ? GL_LINEAR_MIPMAP_LINEAR : GL_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); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); return true; } bool OpenGLTexture::LoadFromFile(const char* path, bool flipVertical) { stbi_set_flip_vertically_on_load(flipVertical ? 1 : 0); unsigned char* data = stbi_load(path, &m_width, &m_height, &m_channels, STBI_rgb_alpha); if (!data) { std::cout << "Failed to load texture: " << path << std::endl; return false; } m_channels = 4; bool result = Initialize2D(m_width, m_height, m_channels, data, false); stbi_image_free(data); return result; } void OpenGLTexture::Shutdown() { if (m_texture) { glDeleteTextures(1, &m_texture); m_texture = 0; } } void OpenGLTexture::Bind(int slot) const { unsigned int target = ToOpenGL(m_type); glActiveTexture(GL_TEXTURE0 + slot); glBindTexture(target, m_texture); } void OpenGLTexture::Unbind() const { unsigned int target = ToOpenGL(m_type); glBindTexture(target, 0); } void OpenGLTexture::BindImage(int slot, bool read, bool write) const { unsigned int target = ToOpenGL(m_type); GLenum access = (read && write) ? GL_READ_WRITE : (read ? GL_READ_ONLY : GL_WRITE_ONLY); glBindImageTexture(slot, m_texture, 0, GL_FALSE, 0, access, GL_RGBA8); } void OpenGLTexture::GenerateMipmap() { unsigned int target = ToOpenGL(m_type); glBindTexture(target, m_texture); glGenerateMipmap(target); glBindTexture(target, 0); } void OpenGLTexture::SetFiltering(int minFilter, int magFilter) { unsigned int target = ToOpenGL(m_type); glBindTexture(target, m_texture); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilter); glBindTexture(target, 0); } void OpenGLTexture::SetWrapping(int wrapS, int wrapT, int wrapR) { unsigned int target = ToOpenGL(m_type); glBindTexture(target, m_texture); glTexParameteri(target, GL_TEXTURE_WRAP_S, wrapS); glTexParameteri(target, GL_TEXTURE_WRAP_T, wrapT); if (wrapR >= 0 && (m_type == OpenGLTextureType::Texture3D || m_type == OpenGLTextureType::TextureCube)) { glTexParameteri(target, GL_TEXTURE_WRAP_R, wrapR); } glBindTexture(target, 0); } } // namespace RHI } // namespace XCEngine