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1 /*
2  * Copyright (c) 2021 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "texture.h"
17 
18 #include <EGL/egl.h>
19 #include <GLES2/gl2.h>
20 
21 #include <GLES2/gl2ext.h>
22 
23 #include <gslogger.h>
24 
Texture(void * buffer,int32_t width,int32_t height)25 Texture::Texture(void *buffer, int32_t width, int32_t height)
26     : buffer_(buffer), width_(width), height_(height)
27 {
28     glGenTextures(1, &rendererID_);
29     glBindTexture(GL_TEXTURE_2D, rendererID_);
30 
31     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
32     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
33     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
34     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
35 
36     glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT, width_, height_, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, buffer_);
37 }
38 
Texture(uint32_t texture)39 Texture::Texture(uint32_t texture)
40 {
41     rendererID_ = texture;
42 }
43 
~Texture()44 Texture::~Texture()
45 {
46     glDeleteTextures(1, &rendererID_);
47 }
48 
Bind(uint32_t slot) const49 void Texture::Bind(uint32_t slot) const
50 {
51     glActiveTexture(GL_TEXTURE0 + slot);
52     glBindTexture(GL_TEXTURE_2D, rendererID_);
53 }
54 
Unbind()55 void Texture::Unbind()
56 {
57     glBindTexture(GL_TEXTURE_2D, 0);
58 }
59