SQCSimulator2023/SQCSim2021/textureatlas.h
Marc-Eric Martel c3c432c369 GUI
2021-10-26 17:28:37 -04:00

46 lines
1.1 KiB
C++

#ifndef TEXTUREATLAS_H__
#define TEXTUREATLAS_H__
#include "define.h"
#include <string>
#include <map>
#include <IL/ilu.h>
class TextureAtlas
{
public:
typedef unsigned int TextureIndex;
public:
TextureAtlas(unsigned int nbTexture);
~TextureAtlas();
TextureIndex AddTexture(const std::string& fname);
bool Generate(int textureSize, bool mipmap);
bool IsValid() const;
void Bind() const;
void TextureIndexToCoord(TextureIndex idx, float& u, float& v, float& w, float& h) const;
private:
bool IsPowerOfTwo(unsigned int x) { return ((x != 0) && ((x & (~x + 1)) == x)); }
private:
struct TextureInfo {
ILuint texId;
TextureIndex texIdx;
TextureInfo(ILuint _texId, unsigned int _texIdx) : texId(_texId), texIdx(_texIdx) {}
};
// On utilise un std::map pour avoir des valeurs uniques
typedef std::map<std::string, TextureInfo> TextureList;
TextureList m_textureList;
TextureIndex m_currentTextureIndex;
GLuint m_textureId;
bool m_isValid;
unsigned int m_nbTexturePerSide;
};
#endif // TEXTUREATLAS_H__