#include "texture.h" #include "glArrays.h" #include <GL/glew.h> #include <cache.h> #include <fcntl.h> #include <filesystem.h> #include <gfx/image.h> #include <glm/geometric.hpp> #include <resource.h> #include <stb/stb_image.h> #include <sys/mman.h> Cache<Texture, std::filesystem::path> Texture::cachedTexture; Texture::Texture(const std::filesystem::path & fileName) : Texture {Image {Resource::mapPath(fileName).c_str(), STBI_rgb_alpha}} { } Texture::Texture(const Image & tex) : Texture {static_cast<GLsizei>(tex.width), static_cast<GLsizei>(tex.height), tex.data.data()} { } Texture::Texture(GLsizei width, GLsizei height, const void * data) { glBindTexture(GL_TEXTURE_2D, m_texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); } void Texture::bind(GLenum unit) const { glActiveTexture(unit); glBindTexture(GL_TEXTURE_2D, m_texture); } void Texture::save(const glTexture & texture, GLenum format, GLenum type, const glm::ivec2 & size, unsigned short channels, const char * path, short tgaFormat) { using TGAHead = std::array<short, 9>; size_t dataSize = (static_cast<size_t>(size.x * size.y * channels)); size_t fileSize = dataSize + sizeof(TGAHead); filesystem::fh out {path, O_RDWR | O_CREAT, 0660}; out.truncate(fileSize); auto tga = out.mmap(fileSize, 0, PROT_WRITE, MAP_SHARED); *tga.get<TGAHead>() = {0, tgaFormat, 0, 0, 0, 0, static_cast<short>(size.x), static_cast<short>(size.y), static_cast<short>(8 * channels)}; glGetTextureImage(texture, 0, format, type, static_cast<GLsizei>(dataSize), tga.get<TGAHead>() + 1); tga.msync(MS_ASYNC); } void Texture::save(const glTexture & texture, const glm::ivec2 & size, const char * path) { save(texture, GL_BGR, GL_UNSIGNED_BYTE, size, 3, path, 2); } void Texture::saveDepth(const glTexture & texture, const glm::ivec2 & size, const char * path) { save(texture, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, size, 1, path, 3); } void Texture::saveNormal(const glTexture & texture, const glm::ivec2 & size, const char * path) { save(texture, GL_BGR, GL_BYTE, size, 3, path, 2); }