qtk/src/texture.cpp

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/*##############################################################################
## Author: Shaun Reed ##
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## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
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## About: Texture class to help with texture and image initializations ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QDebug>
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#include <QImageReader>
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#include <utility>
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#include <texture.h>
using namespace Qtk;
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QImage * OpenGLTextureFactory::initImage(
const char * image, bool flipX, bool flipY) {
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// Qt6 limits loaded images to 256MB by default
QImageReader::setAllocationLimit(512);
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auto loadedImage = new QImage(QImage(image).mirrored(flipX, flipY));
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if(loadedImage->isNull()) {
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qDebug() << "Error loading image: " << image << "\n";
qDebug() << QImageReader::supportedImageFormats();
return Q_NULLPTR;
}
return loadedImage;
}
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QOpenGLTexture * OpenGLTextureFactory::initTexture(
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const char * texture, bool flipX, bool flipY) {
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QImage * image = initImage(texture, flipX, flipY);
auto newTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
newTexture->setData(*image);
newTexture->setWrapMode(QOpenGLTexture::Repeat);
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newTexture->setMinMagFilters(
QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
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delete image;
return newTexture;
}
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QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const char * tile) {
return initCubeMap(
QImage(tile), QImage(tile), QImage(tile), QImage(tile), QImage(tile),
QImage(tile));
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}
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QOpenGLTexture * OpenGLTextureFactory::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));
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}
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QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back) {
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auto texture = new QOpenGLTexture(QOpenGLTexture::TargetCubeMap);
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std::vector<QImage> faceTextures = {std::move(right), std::move(top),
std::move(front), std::move(left),
std::move(bottom), std::move(back)};
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// 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,
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QOpenGLTexture::CubeMapNegativeY, QOpenGLTexture::CubeMapNegativeZ};
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int i = 0;
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for(const auto & face : faces) {
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QImage faceImage(faceTextures[i]);
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if(faceImage.isNull()) {
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qDebug() << "Error loading cube map image\n";
}
faceImage = faceImage.convertToFormat(QImage::Format_RGBA8888);
// On the first iteration, set format and allocate texture storage
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if(face == QOpenGLTexture::CubeMapPositiveX) {
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// This also needs to happen on the first iteration, anyways
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texture->setSize(
faceImage.width(), faceImage.height(), faceImage.depth());
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texture->setFormat(QOpenGLTexture::RGBA8_UNorm);
texture->allocateStorage();
}
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texture->setData(
0, 0, face, QOpenGLTexture::RGBA, QOpenGLTexture::UInt8,
faceImage.constBits());
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i++;
}
texture->setWrapMode(QOpenGLTexture::ClampToEdge);
texture->generateMipMaps();
texture->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
texture->setMagnificationFilter(QOpenGLTexture::Linear);
texture->release();
return texture;
}