SimpleEngine/include/simpleengine/gfx/texture.h

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#pragma once
#include <cstdint>
#ifdef __linux__
#include <GL/glew.h>
#include <GL/gl.h>
#else
#include <gl/glew.h>
#include <gl/gl.h>
#endif
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#include <assimp/material.h>
#include <glm/glm.hpp>
#include <stdexcept>
#include <vector>
#include <iostream>
namespace simpleengine::gfx {
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enum TextureFlags {
TexFlags_IMG_2D = 0x1,
TexFlags_FLIP_VERTICALLY = 0x2,
TexFlags_FLIP_HORIZONTALLY = 0x4,
TexFlags_MIPMAP = 0x8
};
class Texture {
private:
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//unsigned char* img_data; // TODO Free this if its not used anymore
unsigned int texture_id;
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unsigned int image_type_gl;
Texture() = default;
public:
/**
* @brief The default Texture flags including the color.
*
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* The default flags are `TexFlags_IMG_2D | TexFlags_MIPMAP`
*
* @see simpleengine::gfx::Texture::default_flags_no_color
*
*/
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static constexpr int default_flags = TexFlags_IMG_2D | TexFlags_MIPMAP;
int height;
int width;
int channels;
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aiTextureType type;
std::string path;
/**
* @brief Construct a new Texture object from a path.
*
* @param path The path of the image for the Texture.
* @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture.
*/
Texture(const char* path, aiTextureType type = aiTextureType::aiTextureType_DIFFUSE, int flags = Texture::default_flags);
/**
* @brief Construct a new Texture object from the loaded file buffer.
*
* @param buffer The bytes of the loaded file.
* @param buffer_length The length of the buffer.
* @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture.
*/
Texture(const unsigned char *const buffer, int buffer_length, aiTextureType type = aiTextureType::aiTextureType_DIFFUSE, int flags = Texture::default_flags);
/**
* @brief Construct a new Texture object from the loaded file buffer.
*
* @param buffer The bytes of the loaded file.
* @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture.
*/
Texture(std::vector<unsigned char> buffer, aiTextureType type = aiTextureType::aiTextureType_DIFFUSE, int flags = Texture::default_flags);
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static Texture white_texture();
void bind() const;
void unbind() const;
unsigned int get_texture_id() const;
};
}