Texture.cpp
author František Kučera <franta-hg@frantovo.cz>
Wed, 06 Dec 2023 22:55:43 +0100
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texture magnification filter: linear (blurry) vs. nearest (sharp/pixelatex)
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/**
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 * ShaderShark
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 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
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 *
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 * This program is free software: you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation, version 3 of the License.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 */
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#include <string>
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#include <stdexcept>
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#include "opengl.h"
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#include "Texture.h"
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class Texture::Impl {
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public:
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	GLuint id;
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	std::string fileName;
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	int width;
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	int height;
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};
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Texture::Texture(
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		int width,
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		int height,
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		const Buffer& img,
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		const std::string& fileName) : impl(new Impl()) {
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	impl->fileName = fileName;
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	glGenTextures(1, &impl->id);
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	update(width, height, img);
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}
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Texture::~Texture() {
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	glDeleteTextures(1, &impl->id);
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	delete impl;
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}
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GLuint Texture::getId() const {
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	return impl->id;
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}
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const std::string Texture::getFileName() const {
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	return impl->fileName;
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}
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int Texture::getWidth() const {
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	return impl->width;
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}
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int Texture::getHeight() const {
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	return impl->height;
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}
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GLfloat Texture::getRatio() const {
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	return (GLfloat) impl->width / (GLfloat) impl->height;
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}
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void Texture::update(int width, int height, const Buffer& img) {
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	impl->width = width;
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	impl->height = height;
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	if (img.getSize() != impl->width * impl->height * 4)
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		throw std::invalid_argument("invalid image size");
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	glBindTexture(GL_TEXTURE_2D, impl->id);
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	auto GLT2D = GL_TEXTURE_2D;
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	glTexImage2D(GLT2D, 0, GL_RGBA,
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			impl->width, impl->height,
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			0, GL_RGBA, GL_UNSIGNED_BYTE,
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			img.getData());
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	glTexParameteri(GLT2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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	glTexParameteri(GLT2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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	glTexParameteri(GLT2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // blurry upscale
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	glTexParameteri(GLT2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // sharp upscale
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	glTexParameteri(GLT2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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	glGenerateMipmap(GLT2D);
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	checkError(&std::cerr);
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}