#include "texture.h" #include "YBaseLib/Assert.h" #include "YBaseLib/Log.h" Log_SetChannel(GL); namespace GL { Texture::Texture(u32 width, u32 height, GLenum format, GLenum type, const void* data /* = nullptr */, bool linear_filter /* = false */, bool create_framebuffer /* = false */) : m_width(width), m_height(height) { glGenTextures(1, &m_id); glBindTexture(GL_TEXTURE_2D, m_id); glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear_filter ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); if (create_framebuffer) { glGenFramebuffers(1, &m_fbo_id); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo_id); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_id, 0); Assert(glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE); } } Texture::~Texture() { if (m_fbo_id != 0) glDeleteFramebuffers(1, &m_fbo_id); glDeleteTextures(1, &m_id); } void Texture::Bind() { glBindTexture(GL_TEXTURE_2D, m_id); } void Texture::BindFramebuffer(GLenum target /*= GL_DRAW_FRAMEBUFFER*/) { DebugAssert(m_fbo_id != 0); glBindFramebuffer(target, m_fbo_id); } void Texture::Unbind() { glBindTexture(GL_TEXTURE_2D, 0); } } // namespace GL