/*############################################################################## ## 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 #include #include 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 faceTextures = { right, top, front, left, bottom, back }; // Initialize skybox cubemap texture texture->create(); texture->bind(); // For each cube map face std::vector 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; }