242 lines
8.8 KiB
C++
242 lines
8.8 KiB
C++
/*##############################################################################
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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 ##
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## ##
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## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
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##############################################################################*/
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#ifndef QTOPENGL_TEXTURE_H
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#define QTOPENGL_TEXTURE_H
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#include <QOpenGLShaderProgram>
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#include <QOpenGLTexture>
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#include <utility>
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#include <qtkapi.h>
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namespace Qtk {
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/**
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* Binds shader programs until the end of scope.
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* Does nothing if the shader program was already bound.
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*
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* See MeshRenderer::setUniform() for example.
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*/
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class QTKAPI ShaderBindScope {
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public:
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/*************************************************************************
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* Constructors / Destructors
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************************************************************************/
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explicit ShaderBindScope(
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QOpenGLShaderProgram * program, bool was_locked) :
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mWasBound(was_locked) {
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mProgram = program;
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if(!mWasBound) {
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mProgram->bind();
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}
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}
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~ShaderBindScope() {
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if(!mWasBound) {
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mProgram->release();
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}
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}
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private:
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/*************************************************************************
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* Private Members
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************************************************************************/
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QOpenGLShaderProgram * mProgram;
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bool mWasBound;
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};
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/**
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* Factories for initializing various OpenGL textures
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*/
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class QTKAPI OpenGLTextureFactory {
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public:
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/*************************************************************************
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* Constructors / Destructors
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************************************************************************/
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~OpenGLTextureFactory() = default;
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/*************************************************************************
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* Texture Factories
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************************************************************************/
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/**
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* QImage factory
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*
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* @param image Path to image we want to load.
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* Can be absolute or Qt resource path.
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* @param flipX If true the image will be flipped on X axis.
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* @param flipY If true the image will be flipped on Y axis.
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* @return Pointer to an initialized QImage object.
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*/
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static QImage * initImage(
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const char * image, bool flipX = false, bool flipY = false);
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/**
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* QOpenGLTexture factory
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*
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* @param texture Path to texture we want to load.
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* Can be absolute or Qt resource path.
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* @param flipX If true the image will be flipped on X axis.
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* @param flipY If true the image will be flipped on Y axis.
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* @return Pointer to an initialized QOpenGLTexture object.
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*/
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static QOpenGLTexture * initTexture(
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const char * texture, bool flipX = false, bool flipY = false);
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/**
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* Cube map factory for initializing all sides of a CubeMap.
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* All of these parameters can be absolute or Qt resource paths.
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*
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* @param right Path to image for the right side of the CubeMap.
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* @param top Path to image for the top side of the CubeMap.
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* @param front Path to image for the front side of the CubeMap.
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* @param left Path to image for the left side of the CubeMap.
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* @param bottom Path to image for the bottom side of the CubeMap.
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* @param back Path to image for the back side of the CubeMap.
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* @return Pointer to an initialized QOpenGLTexture object.
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*/
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static QOpenGLTexture * initCubeMap(
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const QImage & right, const QImage & top, const QImage & front,
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const QImage & left, const QImage & bottom, const QImage & back);
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/**
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* CubeMap factory for tiling the same image on all sides.
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*
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* @param tile Path to the image we want to make into a CubeMap.
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* Can be absolute or Qt resource path.
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* @return Pointer to an initialized QOpenGLTexture object.
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*/
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static QOpenGLTexture * initCubeMap(const char * tile);
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/**
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* Cube map factory for initializing all sides of a CubeMap.
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* All of these parameters can be absolute or Qt resource paths.
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*
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* @param right Path to image for the right side of the CubeMap.
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* @param top Path to image for the top side of the CubeMap.
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* @param front Path to image for the front side of the CubeMap.
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* @param left Path to image for the left side of the CubeMap.
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* @param bottom Path to image for the bottom side of the CubeMap.
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* @param back Path to image for the back side of the CubeMap.
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* @return Pointer to an initialized QOpenGLTexture object.
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*/
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static QOpenGLTexture * initCubeMap(
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const char * right, const char * top, const char * front,
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const char * left, const char * bottom, const char * back);
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private:
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// Private ctor to prevent creating instances of this class
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OpenGLTextureFactory() = default;
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};
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/**
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* Texture object component class
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*
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* TODO: Struct for (re)storing texture state
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* A struct to store flipX, flipY and other initial state needed to copy
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*/
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class Texture {
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public:
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/*************************************************************************
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* Typedefs
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************************************************************************/
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friend class Skybox;
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/*************************************************************************
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* Constructors / Destructors
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************************************************************************/
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Texture() = default;
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Texture(const Texture & value) {
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mOpenGLTexture = OpenGLTextureFactory::initTexture(value.mPath);
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mPath = value.mPath;
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}
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explicit Texture(
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const char * path, bool flipX = false, bool flipY = false) :
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mOpenGLTexture(OpenGLTextureFactory::initTexture(path, flipX, flipY)),
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mPath(path) {}
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explicit Texture(QOpenGLTexture * texture) : mOpenGLTexture(texture) {}
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~Texture() { mOpenGLTexture->destroy(); }
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/*************************************************************************
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* Accessors
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************************************************************************/
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[[nodiscard]] inline QOpenGLTexture & getOpenGLTexture() const {
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return *mOpenGLTexture;
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}
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[[nodiscard]] inline std::string getPath() const { return mPath; }
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/*************************************************************************
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* Setters
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************************************************************************/
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void setTexture(
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const std::string & path, bool flipX = false, bool flipY = false) {
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mOpenGLTexture =
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OpenGLTextureFactory::initTexture(path.data(), flipX, flipY);
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mPath = path.data();
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}
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void setTexture(
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const char * path, bool flipX = false, bool flipY = false) {
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mOpenGLTexture = OpenGLTextureFactory::initTexture(path, flipX, flipY);
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mPath = path;
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}
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virtual inline void setCubeMap(const char * path) {
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mOpenGLTexture = OpenGLTextureFactory::initCubeMap(path);
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mPath = path;
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}
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virtual inline void setCubeMap(
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const char * right, const char * top, const char * front,
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const char * left, const char * bottom, const char * back) {
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mOpenGLTexture = OpenGLTextureFactory::initCubeMap(
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right, top, front, left, bottom, back);
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}
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virtual inline void setCubeMap(
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const QImage & right, const QImage & top, const QImage & front,
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const QImage & left, const QImage & bottom, const QImage & back) {
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mOpenGLTexture = OpenGLTextureFactory::initCubeMap(
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right, top, front, left, bottom, back);
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}
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/*************************************************************************
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* Public Methods
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************************************************************************/
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[[nodiscard]] inline bool hasTexture() const {
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return mOpenGLTexture != Q_NULLPTR;
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}
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private:
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/*************************************************************************
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* Private Members
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************************************************************************/
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inline void setTexture(QOpenGLTexture * texture) {
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mOpenGLTexture = texture;
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}
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QOpenGLTexture * mOpenGLTexture = Q_NULLPTR;
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/* Path to this texture on disk or Qt resource. */
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const char * mPath {};
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};
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} // namespace Qtk
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#endif // QTOPENGL_TEXTURE_H
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