/*############################################################################## ## Author: Shaun Reed ## ## Legal: All Content (c) 2022 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 ## ##############################################################################*/ #ifndef QTOPENGL_TEXTURE_H #define QTOPENGL_TEXTURE_H #include #include #include #include "qtkapi.h" namespace Qtk { /** * Binds shader programs until the end of scope. * Does nothing if the shader program was already bound. * * See MeshRenderer::setUniform() for example. */ class QTKAPI ShaderBindScope { public: /************************************************************************* * Constructors / Destructors ************************************************************************/ explicit ShaderBindScope( QOpenGLShaderProgram * program, bool was_locked) : mWasBound(was_locked) { mProgram = program; if(!mWasBound) { mProgram->bind(); } } ~ShaderBindScope() { if(!mWasBound) { mProgram->release(); } } private: /************************************************************************* * Private Members ************************************************************************/ QOpenGLShaderProgram * mProgram; bool mWasBound; }; /** * Factories for initializing various OpenGL textures */ class QTKAPI OpenGLTextureFactory { public: /************************************************************************* * Constructors / Destructors ************************************************************************/ ~OpenGLTextureFactory() = default; /************************************************************************* * Texture Factories ************************************************************************/ /** * QImage factory * * @param image Path to image we want to load. * Can be absolute or Qt resource path. * @param flipX If true the image will be flipped on X axis. * @param flipY If true the image will be flipped on Y axis. * @return Pointer to an initialized QImage object. */ static QImage * initImage( const char * image, bool flipX = false, bool flipY = false); /** * QOpenGLTexture factory * * @param texture Path to texture we want to load. * Can be absolute or Qt resource path. * @param flipX If true the image will be flipped on X axis. * @param flipY If true the image will be flipped on Y axis. * @return Pointer to an initialized QOpenGLTexture object. */ static QOpenGLTexture * initTexture( const char * texture, bool flipX = false, bool flipY = false); /** * Cube map factory for initializing all sides of a CubeMap. * All of these parameters can be absolute or Qt resource paths. * * @param right Path to image for the right side of the CubeMap. * @param top Path to image for the top side of the CubeMap. * @param front Path to image for the front side of the CubeMap. * @param left Path to image for the left side of the CubeMap. * @param bottom Path to image for the bottom side of the CubeMap. * @param back Path to image for the back side of the CubeMap. * @return Pointer to an initialized QOpenGLTexture object. */ static QOpenGLTexture * initCubeMap( const QImage & right, const QImage & top, const QImage & front, const QImage & left, const QImage & bottom, const QImage & back); /** * CubeMap factory for tiling the same image on all sides. * * @param tile Path to the image we want to make into a CubeMap. * Can be absolute or Qt resource path. * @return Pointer to an initialized QOpenGLTexture object. */ static QOpenGLTexture * initCubeMap(const char * tile); /** * Cube map factory for initializing all sides of a CubeMap. * All of these parameters can be absolute or Qt resource paths. * * @param right Path to image for the right side of the CubeMap. * @param top Path to image for the top side of the CubeMap. * @param front Path to image for the front side of the CubeMap. * @param left Path to image for the left side of the CubeMap. * @param bottom Path to image for the bottom side of the CubeMap. * @param back Path to image for the back side of the CubeMap. * @return Pointer to an initialized QOpenGLTexture object. */ static QOpenGLTexture * initCubeMap( const char * right, const char * top, const char * front, const char * left, const char * bottom, const char * back); private: // Private ctor to prevent creating instances of this class OpenGLTextureFactory() = default; }; /** * Texture object component class * * TODO: Struct for (re)storing texture state * A struct to store flipX, flipY and other initial state needed to copy */ class Texture { public: /************************************************************************* * Typedefs ************************************************************************/ friend class Skybox; /************************************************************************* * Constructors / Destructors ************************************************************************/ Texture() = default; Texture(const Texture & value) { mOpenGLTexture = OpenGLTextureFactory::initTexture(value.mPath); mPath = value.mPath; } explicit Texture( const char * path, bool flipX = false, bool flipY = false) : mOpenGLTexture(OpenGLTextureFactory::initTexture(path, flipX, flipY)), mPath(path) {} explicit Texture(QOpenGLTexture * texture) : mOpenGLTexture(texture) {} ~Texture() { mOpenGLTexture->destroy(); } /************************************************************************* * Accessors ************************************************************************/ [[nodiscard]] inline QOpenGLTexture & getOpenGLTexture() const { return *mOpenGLTexture; } [[nodiscard]] inline std::string getPath() const { return mPath; } /************************************************************************* * Setters ************************************************************************/ void setTexture( const std::string & path, bool flipX = false, bool flipY = false) { mOpenGLTexture = OpenGLTextureFactory::initTexture(path.data(), flipX, flipY); mPath = path.data(); } void setTexture( const char * path, bool flipX = false, bool flipY = false) { mOpenGLTexture = OpenGLTextureFactory::initTexture(path, flipX, flipY); mPath = path; } virtual inline void setCubeMap(const char * path) { mOpenGLTexture = OpenGLTextureFactory::initCubeMap(path); mPath = path; } virtual inline void setCubeMap( const char * right, const char * top, const char * front, const char * left, const char * bottom, const char * back) { mOpenGLTexture = OpenGLTextureFactory::initCubeMap( right, top, front, left, bottom, back); } virtual inline void setCubeMap( const QImage & right, const QImage & top, const QImage & front, const QImage & left, const QImage & bottom, const QImage & back) { mOpenGLTexture = OpenGLTextureFactory::initCubeMap( right, top, front, left, bottom, back); } /************************************************************************* * Public Methods ************************************************************************/ [[nodiscard]] inline bool hasTexture() const { return mOpenGLTexture != Q_NULLPTR; } private: /************************************************************************* * Private Members ************************************************************************/ inline void setTexture(QOpenGLTexture * texture) { mOpenGLTexture = texture; } QOpenGLTexture * mOpenGLTexture = Q_NULLPTR; /* Path to this texture on disk or Qt resource. */ const char * mPath {}; }; } // namespace Qtk #endif // QTOPENGL_TEXTURE_H