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core/glcubemap.h
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67
core/glcubemap.h
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/*
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QGL CubeTexture
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Ivan Pelipenko peri4ko@yandex.ru
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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 Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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#ifndef GLCUBEMAP_H
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#define GLCUBEMAP_H
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#include "glshaders_types.h"
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#include "chunkstream.h"
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QVector<QVector3D> loadFileHDR(const QString & path, QSize * size = 0);
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class CubeTexture {
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public:
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CubeTexture(QOpenGLExtraFunctions * f_, int _size, const GLenum & _format = GL_RGB16F);
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bool init();
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void destroy();
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void bind(int channel = 0);
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void release();
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void resize(int _size) {size = _size; changed_ = true;}
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void loadHDR(const QVector<QVector3D> & data, QSize sz);
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void setFileHDR(const QString & path);
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QString fileHDR() const {return hdr_path;}
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//void loadFromDirectory(const QString & dir);
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//void loadFront(const QString & path) {bind(); pathes[0] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_X);}
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//void loadBack(const QString & path) {bind(); pathes[1] = path; createGLTexture(id_, rotateQImageRight(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_X);}
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//void loadLeft(const QString & path) {bind(); pathes[2] = path; createGLTexture(id_, QImage(path).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y);}
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//void loadRight(const QString & path) {bind(); pathes[3] = path; createGLTexture(id_, rotateQImage180(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_Y);}
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//void loadTop(const QString & path) {bind(); pathes[4] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);}
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//void loadBottom(const QString & path) {bind(); pathes[5] = path; createGLTexture(id_, rotateQImageLeft(QImage(path)).scaled(size, size, Qt::IgnoreAspectRatio, Qt::SmoothTransformation), format_, GL_TEXTURE_CUBE_MAP_POSITIVE_Z);}
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//void load();
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//bool isEmpty() const {foreach (const QString & i, pathes) if (!i.isEmpty()) return false; return true;}
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GLenum format() const {return format_;}
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void setFormat(GLenum f) {format_ = f; changed_ = true;}
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GLuint id() const {return id_;}
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bool isInit() const {return id_ != 0;}
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//const QString & path(int side) const {return pathes[side];}
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//void setPath(int side, const QString & p) {pathes[side] = p;}
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//void loadPathesFromDirectory(const QString & dir);
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void load();
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private:
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QOpenGLExtraFunctions * f;
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bool changed_;
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int size;
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GLenum format_;
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GLuint id_;
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QString hdr_path;
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//QVector<QString> pathes;
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};
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#endif // GLCUBEMAP_H
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