refactor: remove unused abstraction
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@@ -1,6 +1,103 @@
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#include "Texture.hpp"
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#include "GLTexture.hpp"
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#include "gl_util.hpp"
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#include <GL/glew.h>
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#include <stdexcept>
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#include <memory>
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uint Texture::MAX_RESOLUTION = 1024; // Window.initialize overrides it
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Texture::Texture(uint id, uint width, uint height)
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: id(id), width(width), height(height) {
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}
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Texture::Texture(const ubyte* data, uint width, uint height, ImageFormat imageFormat)
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: width(width), height(height) {
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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GLenum format = gl::to_glenum(imageFormat);
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glTexImage2D(
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GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data)
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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Texture::~Texture() {
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glDeleteTextures(1, &id);
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}
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void Texture::bind() const {
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glBindTexture(GL_TEXTURE_2D, id);
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}
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void Texture::unbind() const {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::reload(const ImageData& image) {
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width = image.getWidth();
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height = image.getHeight();
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reload(image.getData());
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}
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void Texture::reload(const ubyte* data) {
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glBindTexture(GL_TEXTURE_2D, id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, static_cast<const GLvoid*>(data));
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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std::unique_ptr<ImageData> Texture::readData() {
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auto data = std::make_unique<ubyte[]>(width * height * 4);
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glBindTexture(GL_TEXTURE_2D, id);
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glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, data.get());
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glBindTexture(GL_TEXTURE_2D, 0);
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return std::make_unique<ImageData>(
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ImageFormat::rgba8888, width, height, std::move(data)
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);
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}
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void Texture::setNearestFilter() {
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bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::setMipMapping(bool flag, bool pixelated) {
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bind();
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if (flag) {
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glTexParameteri(
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GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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pixelated ? GL_NEAREST : GL_LINEAR_MIPMAP_NEAREST
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);
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} else {
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glTexParameteri(
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GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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pixelated ? GL_NEAREST : GL_LINEAR
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);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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std::unique_ptr<Texture> Texture::from(const ImageData* image) {
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return GLTexture::from(image);
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uint width = image->getWidth();
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uint height = image->getHeight();
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void* data = image->getData();
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return std::make_unique<Texture>(
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static_cast<ubyte*>(data), width, height, image->getFormat()
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);
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}
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uint Texture::getId() const {
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return id;
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}
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