Unify texture configuration.

This commit is contained in:
2018-02-27 16:04:38 +01:00
parent 7fdce48259
commit 0b8c05ded9
4 changed files with 18 additions and 22 deletions

View File

@@ -61,14 +61,7 @@ InputLayerVisualisation::InputLayerVisualisation(const LayerData &data)
nodePositions_.push_back(nodePositions_[i % 3]);
}
texture.bind(GL_TEXTURE_2D);
// Set up (lack of) repetition
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
// Set up texture scaling
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Use mipmapping for scaling down
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Use nearest pixel when scaling up.
texture.configure(GL_TEXTURE_2D);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, width, height, GL_RGB, GL_FLOAT, imageData.data());
}

View File

@@ -34,3 +34,18 @@ void Texture::bind(GLenum target) const
{
glBindTexture(target, id);
}
void Texture::configure(GLenum target) const
{
bind(target);
const float color[] = {1, 0, 1}; // Background color for textures.
// Set up (lack of) repetition
glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, color);
// Set up texture scaling
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Use mipmapping for scaling down
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Use nearest pixel when scaling up.
}

View File

@@ -36,6 +36,7 @@ namespace fmri
* @param target valid target for glBindTexture.
*/
void bind(GLenum target) const;
void configure(GLenum target) const;
private:
GLuint id;

View File

@@ -38,21 +38,8 @@ fmri::Texture fmri::loadTexture(DType const *data, int width, int height, int su
vector<float> textureBuffer(data, data + (width * height));
rescaleSubImages(textureBuffer, subImages);
const float color[] = {1, 1, 1}; // Background color for textures.
Texture texture;
texture.bind(GL_TEXTURE_2D);
// Set up (lack of) repetition
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
// Set up texture scaling
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); // Use mipmapping for scaling down
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Use nearest pixel when scaling up.
checkGLErrors();
texture.configure(GL_TEXTURE_2D);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_LUMINANCE, width, height, GL_LUMINANCE, GL_FLOAT, textureBuffer.data());
return texture;