COSC-3P98-Final-Project/include/render/textures.h

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/*
* Created by Brett on 17/02/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef FINALPROJECT_TEXTURES_H
#define FINALPROJECT_TEXTURES_H
#include <string>
#include <utility>
#include <stb/stb_image.h>
#include "stb/stb_image_resize.h"
#include <util/settings.h>
#include <unordered_map>
#include <vector>
#include <render/gl.h>
namespace fp::texture {
class file_texture {
private:
std::string m_Name;
std::string m_Path;
int width = 0, height = 0, channels = 0;
unsigned char* m_Data = nullptr;
public:
/**
* @param path path to the texture file
* @param name reference name for this texture. If empty the texture will use path as its identifier
*/
explicit file_texture(const std::string& path, const std::string& name = ""): m_Name(name.empty() ? path : name), m_Path(path) {}
static file_texture* load(file_texture*& texture) {
texture->m_Data = stbi_load(texture->m_Path.c_str(), &texture->width, &texture->height, &texture->channels, 0);
return texture;
}
static file_texture* resize(file_texture* texture, int target_width, int target_height) {
if (target_width == texture->width && target_height == texture->height)
return texture;
// since stb is a c lib we must use malloc, otherwise we'd have to deal with using the right free on destruction
auto* output_Data = (unsigned char*) malloc(target_width * target_height * texture->channels);
stbir_resize_uint8(
texture->m_Data, texture->width, texture->height, texture->width * texture->channels, output_Data, target_width,
target_height, target_width * texture->channels, texture->channels
);
stbi_image_free(texture->m_Data);
texture->m_Data = output_Data;
texture->width = target_width;
texture->height = target_height;
return texture;
}
unsigned char* data() {
return m_Data;
}
[[nodiscard]] int getChannels() const {
return channels;
}
[[nodiscard]] int getWidth() const {
return width;
}
[[nodiscard]] int getHeight() const {
return height;
}
[[nodiscard]] const std::string& getName() {
return m_Name;
}
~file_texture() {
stbi_image_free(m_Data);
}
};
struct gl_texture {
protected:
unsigned int textureID = 0;
GLint textureBindType;
GLint textureColorMode;
int m_width, m_height;
gl_texture(int width, int height, GLint bind_type = GL_TEXTURE_2D, GLint color_mode = GL_RGBA):
m_width(width), m_height(height), textureBindType(bind_type), textureColorMode(color_mode) {
glGenTextures(1, &textureID);
}
public:
void bind() const {
glBindTexture(textureBindType, textureID);
}
void unbind() const {
glBindTexture(textureBindType, 0);
}
void setDefaults() const {
bind();
glTexParameteri(textureBindType, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(textureBindType, GL_TEXTURE_WRAP_T, GL_REPEAT);
// nearest preserves the pixely look
glTexParameteri(textureBindType, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(textureBindType, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
unbind();
}
void generateMipmaps() const {
// it's a little inefficient binding and unbinding for these small calls, they really should be done in the constructor or data upload
bind();
glGenerateMipmap(textureBindType);
unbind();
}
[[nodiscard]] unsigned int getTextureID() const {
return textureID;
}
~gl_texture() {
glDeleteTextures(1, &textureID);
}
};
struct gl_texture2D : public gl_texture {
public:
gl_texture2D(int width, int height, GLint colorMode = GL_RGBA): gl_texture(width, height, GL_TEXTURE_2D, colorMode) {
bind();
glTexStorage2D(textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode, width, height);
}
void upload(
void* data, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
int sub_height = -1
) const {
if (sub_width < 0)
sub_width = m_width;
if (sub_height < 0)
sub_height = m_height;
bind();
glTexSubImage2D(textureBindType, level, x_offset, y_offset, sub_width, sub_height, dataColorMode, GL_UNSIGNED_BYTE, data);
unbind();
}
void upload(file_texture* texture) const {
upload(texture->data(), texture->getChannels() == 4 ? GL_RGBA : GL_RGB);
}
};
struct gl_texture2D_array : public gl_texture {
protected:
int m_layers;
public:
gl_texture2D_array(int width, int height, int layers, GLint colorMode = GL_RGBA):
gl_texture(width, height, GL_TEXTURE_2D_ARRAY, colorMode), m_layers(layers) {
bind();
glTexStorage3D(textureBindType, std::stoi(fp::settings::get("MIPMAP_LEVELS")), colorMode, width, height, layers);
}
void upload(
void* data, int index, GLint dataColorMode = GL_RGBA, int level = 0, int x_offset = 0, int y_offset = 0, int sub_width = -1,
int sub_height = -1
) const {
if (sub_width < 0)
sub_width = m_width;
if (sub_height < 0)
sub_height = m_height;
bind();
glTexSubImage3D(textureBindType, level, x_offset, y_offset, index, sub_width, sub_height, 1, dataColorMode, GL_UNSIGNED_BYTE, data);
unbind();
}
};
typedef int texture_index;
class palette {
private:
union negDInt {
texture_index i = -1;
};
// as of GL3.0 this limit is 256. (4.5 extends it to 2048.)
static constexpr int MAX_ARRAY_LAYERS = 256;
gl_texture2D_array* texture_array = nullptr;
std::unordered_map<std::string, negDInt> textureIndices;
std::vector<file_texture*> textures;
public:
palette() = default;
void generateGLTexture() {
delete texture_array;
auto texture_size = std::stoi(fp::settings::get("TEXTURE_SIZE"));
texture_array = new gl_texture2D_array(texture_size, texture_size, (int) textures.size());
for (const auto t : textures)
texture_array->upload(t->data(), textureIndices[t->getName()].i, t->getChannels() == 4 ? GL_RGBA : GL_RGB);
texture_array->setDefaults();
texture_array->generateMipmaps();
}
void registerTexture(file_texture* texture) {
textureIndices[texture->getName()].i = (int) textures.size();
textures.push_back(texture);
}
bool hasTexture(const std::string& name) {
return textureIndices[name].i >= 0;
}
texture_index getTexture(const std::string& name) {
return textureIndices[name].i;
}
unsigned int getTextureID() {
return texture_array->getTextureID();
}
~palette() {
delete texture_array;
};
};
}
#endif //FINALPROJECT_TEXTURES_H