/* * 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 #include #include #include "stb/stb_image_resize.h" #include #include #include #include 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 textureIndices; std::vector 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