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#pragma once
#include "glArrays.h"
#include "gl_traits.h"
namespace Impl {
template<GLenum> struct TextureTargetTraits;
template<GLenum Target> struct TextureTargetTraitsCommon {
static void
create(GLsizei count, GLuint * textures)
{
glCreateTextures(Target, count, textures);
}
};
template<> struct TextureTargetTraits<GL_TEXTURE_2D> : TextureTargetTraitsCommon<GL_TEXTURE_2D> {
constexpr static glm::length_t dims = 2;
};
template<> struct TextureTargetTraits<GL_TEXTURE_2D_ARRAY> : TextureTargetTraitsCommon<GL_TEXTURE_2D_ARRAY> {
constexpr static glm::length_t dims = 3;
};
template<> struct TextureTargetTraits<GL_TEXTURE_RECTANGLE> : TextureTargetTraitsCommon<GL_TEXTURE_RECTANGLE> {
constexpr static glm::length_t dims = 2;
};
struct glTextureBase : Detail::glNamed {
void bind(GLuint unit) const;
void generateMipmap();
template<has_glTextureParameter T>
void
parameter(GLenum pname, T param)
{
(*gl_traits<T>::glTextureParameterFunc)(name, pname, param);
}
template<glm::length_t L, has_glTextureParameterv T, glm::qualifier Q>
void
parameter(GLenum pname, const glm::vec<L, T, Q> & param)
{
(*gl_traits<T>::glTextureParametervFunc)(name, pname, glm::value_ptr(param));
}
};
template<glm::length_t Dims>
requires(Dims >= 1 && Dims <= 3)
struct glTextureDims : glTextureBase {
[[nodiscard]] glm::vec<Dims, GLsizei> getSize() const;
void storage(GLsizei levels, GLenum internalformat, glm::vec<Dims, GLsizei> dims);
void image(GLenum format, GLenum type, const void * pixels);
void image(glm::vec<Dims, GLint> size, GLenum format, GLenum type, const void * pixels);
void subImage(glm::vec<Dims, GLint> offset, glm::vec<Dims, GLint> size, GLenum format, GLenum type,
const void * pixels);
void saveColour(const char * path) const;
void saveDepth(const char * path) const;
void saveNormal(const char * path) const;
void savePosition(const char * path) const;
};
template<GLenum Target> struct glTexture : glTextureDims<TextureTargetTraits<Target>::dims> { };
}
template<GLenum Target, size_t N>
using glTextures
= glManagedArray<Impl::glTexture<Target>, N, &Impl::TextureTargetTraits<Target>::create, &glDeleteTextures>;
template<GLenum Target>
using glTexture
= glManagedSingle<Impl::glTexture<Target>, &Impl::TextureTargetTraits<Target>::create, &glDeleteTextures>;
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