qtk/lib/texture.cpp

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2021-09-03 16:56:57 +00:00
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2021 Shaun Reed, all rights reserved ##
## About: Texture class to help with texture and image initializations ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QImageReader>
#include <texture.h>
QImage * Texture::initImage(const char * image, bool flipX, bool flipY)
{
auto loadedImage = new QImage(QImage(image).mirrored(flipX, flipY));
if (loadedImage->isNull()) {
qDebug() << "Error loading image: " << image << "\n";
qDebug() << QImageReader::supportedImageFormats();
return Q_NULLPTR;
}
return loadedImage;
}
QOpenGLTexture * Texture::initTexture2D(const char * texture,
bool flipX, bool flipY)
{
QImage * image = initImage(texture, flipX, flipY);
auto newTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
newTexture->setData(*image);
newTexture->setWrapMode(QOpenGLTexture::Repeat);
newTexture->setMinMagFilters(QOpenGLTexture::LinearMipMapLinear,
QOpenGLTexture::Linear);
delete image;
return newTexture;
}
QOpenGLTexture * Texture::initCubeMap(const char * tile)
{
return initCubeMap(QImage(tile), QImage(tile),
QImage(tile), QImage(tile),
QImage(tile), QImage(tile));
}
QOpenGLTexture * Texture::initCubeMap(
const char * right, const char * top,
const char * front, const char * left,
const char * bottom, const char * back)
{
return initCubeMap(QImage(right), QImage(top),
QImage(front), QImage(left),
QImage(bottom), QImage(back));
}
QOpenGLTexture * Texture::initCubeMap(
QImage right, QImage top,
QImage front, QImage left,
QImage bottom, QImage back)
{
auto texture = new QOpenGLTexture(QOpenGLTexture::TargetCubeMap);
std::vector<QImage> faceTextures = {
right, top, front,
left, bottom, back
};
// Initialize skybox cubemap texture
texture->create();
texture->bind();
// For each cube map face
std::vector<QOpenGLTexture::CubeMapFace> faces = {
QOpenGLTexture::CubeMapPositiveX, QOpenGLTexture::CubeMapPositiveY,
QOpenGLTexture::CubeMapPositiveZ, QOpenGLTexture::CubeMapNegativeX,
QOpenGLTexture::CubeMapNegativeY, QOpenGLTexture::CubeMapNegativeZ
};
int i = 0;
for (const auto & face : faces) {
QImage faceImage(faceTextures[i]);
if (faceImage.isNull()) {
qDebug() << "Error loading cube map image\n";
}
faceImage = faceImage.convertToFormat(QImage::Format_RGBA8888);
// On the first iteration, set format and allocate texture storage
if (face == QOpenGLTexture::CubeMapPositiveX) {
// This also needs to happen on the first iteration, anyways
texture->setSize(faceImage.width(), faceImage.height(), faceImage.depth());
texture->setFormat(QOpenGLTexture::RGBA8_UNorm);
texture->allocateStorage();
}
texture->setData(0, 0, face,
QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
faceImage.constBits());
i++;
}
texture->setWrapMode(QOpenGLTexture::ClampToEdge);
texture->generateMipMaps();
texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
texture->setMagnificationFilter(QOpenGLTexture::Linear);
texture->release();
return texture;
}