common/texture.h

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////////////////////////////////////////////////////////////////////////////////////////////////////
 
#ifndef __TEXTURE_H__
#define __TEXTURE_H__
 
#include "compute_types.h"
#include <OpenGL/gl.h>
 
class Texture
{
 
public:
 
    Texture();
    ~Texture();
    
    void enable(GLenum eUnit = GL_TEXTURE0);
    void update();
    void disable();
 
    void render();
    
    bool loadCubeMap(
        const char* acFilenames[6],
        GLenum eTarget = GL_TEXTURE_CUBE_MAP, 
        GLenum eInternal = GL_RGB8, 
        GLenum eFormat = GL_RGB, 
        GLenum eDataType = GL_UNSIGNED_BYTE, 
        GLenum eFilterMode = GL_LINEAR, 
        GLenum eWrapMode = GL_REPEAT);
    
    bool load(
        const char* acFilename, 
        GLenum eTarget = GL_TEXTURE_2D, 
        GLenum eInternal = GL_RGB8, 
        GLenum eFormat = GL_RGB, 
        GLenum eDataType = GL_UNSIGNED_BYTE, 
        GLenum eFilterMode = GL_LINEAR, 
        GLenum eWrapMode = GL_REPEAT, 
        bool bUseMipMaps = true);
    
    bool setup(
        uint uiWidth, 
        uint uiHeight, 
        GLenum eTarget,           // = GL_TEXTURE_2D,
        GLenum eInternal,         // = GL_RGBA_FLOAT32_APPLE, 
        GLenum eFormat,           // = GL_RGBA, 
        GLenum eDataType,         // = GL_FLOAT,
        bool bUseMipMaps = false,
        void* pvData = 0);   
 
    bool setup(
        uint uiWidth, 
        uint uiHeight,
        uint uiDepth, 
        GLenum eTarget,           // = GL_TEXTURE_2D,
        GLenum eInternal,         // = GL_RGBA_FLOAT32_APPLE, 
        GLenum eFormat,           // = GL_RGBA, 
        GLenum eDataType,         // = GL_FLOAT
        bool bUseMipMaps = false,
        void* pvData = 0);   
 
    void capture();
    
    void setTextureMatrix(const float16 &rkM)           { m_kTextureMatrix = rkM;   }
    void setTextureUnit(GLenum eUnit)                   { m_eTextureUnit = eUnit;   }
    void setFilterMode(GLenum eMode)                    { m_eFilterMode = eMode;    }
    void setWrapMode(GLenum eMode)                      { m_eWrapMode = eMode;      }
    void setCompareMode(GLenum eMode)                   { m_eCompareMode = eMode;   }
    void setCompareFunc(GLenum eFunc)                   { m_eCompareFunc = eFunc;   }
    void setDepthMode(GLenum eMode)                     { m_eDepthMode = eMode;     }
    void setEnvMode(GLenum eMode)                       { m_eEnvMode = eMode;       }
    
    bool isEnabled() const                              { return m_bIsEnabled;      }
    uint getWidth() const                               { return m_uiWidth;         }
    uint getHeight() const                              { return m_uiHeight;        }
    uint getTextureId() const                           { return m_uiTextureId;     }
    GLenum getTarget() const                            { return m_eTarget;         }
    GLenum getTextureUnit() const                       { return m_eTextureUnit;    }
    GLenum getInternal() const                          { return m_eInternal;       }
    GLenum getFormat() const                            { return m_eFormat;         }
    GLenum getDataType() const                          { return m_eDataType;       }
    GLenum getFilterMode() const                        { return m_eFilterMode;     }
    GLenum getWrapMode() const                          { return m_eWrapMode;       }
    GLenum getCompareMode() const                       { return m_eCompareMode;    }
    GLenum getCompareFunc() const                       { return m_eCompareFunc;    }
    GLenum getEnvMode() const                           { return m_eEnvMode;        }
    GLenum getDepthMode() const                         { return m_eDepthMode;      }
 
protected:
    
    void destroy();
 
    uint createTexture(
        uint uiWidth, 
        uint uiHeight, 
        uint uiDepth, 
        GLenum eTarget,      // = GL_TEXTURE_2D,
        GLenum eInternal,    // = GL_RGBA_FLOAT32_APPLE, 
        GLenum eFormat,      // = GL_RGBA, 
        GLenum eDataType,    // = GL_FLOAT
        void* pvData = 0);
        
    void checkStatus(const char* acMessage=0);
 
        
protected:
 
    bool m_bIsEnabled;
    uint m_uiWidth;
    uint m_uiHeight;
    uint m_uiDepth;
    uint m_uiTextureId;
    GLenum m_eTarget;
    GLenum m_eTextureUnit;
    GLenum m_eInternal;
    GLenum m_eFormat;
    GLenum m_eDataType;
    GLenum m_eFilterMode;
    GLenum m_eWrapMode;
    GLenum m_eCompareMode;
    GLenum m_eCompareFunc;
    GLenum m_eEnvMode;
    GLenum m_eDepthMode;
    float16 m_kTextureMatrix;
};
 
#endif