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#include "Texture.h"
#include "util.h"
TextureRGB::TextureRGB()
{
mImageFileContent = nullptr;
mRGBPixel = nullptr;
mWidth = 0;
mHeight = 0;
}
TextureRGB::~TextureRGB()
{
if (mImageFileContent) {
delete[] mImageFileContent;
}
}
void TextureRGB::Set(const char * image_path)
{
int file_size = 0;
mImageFileContent = LoadFileContent(image_path, file_size);
mRGBPixel = DecodeBMP(mImageFileContent, mWidth, mHeight);
}
Vector3 TextureRGB::Sample(float u, float v)
{
int x = int(u * mWidth);
int y = int(v * mHeight);
x = x < 0 ? 0 : x;
y = y < 0 ? 0 : y;
x = x > (mWidth - 1) ? (mWidth - 1) : x;
y = y > (mHeight - 1) ? (mHeight - 1) : y;
int pixel_data_start_index = 3 * (x + y * mWidth);
float r = float(mRGBPixel[pixel_data_start_index]) / 255.0f;
float g = float(mRGBPixel[pixel_data_start_index + 1]) / 255.0f;
float b = float(mRGBPixel[pixel_data_start_index + 2]) / 255.0f;
return Vector3(r, g, b);
}
TextureSolidColor::TextureSolidColor(const Vector3 & color)
{
mSolidColor = color;
}
Vector3 TextureSolidColor::Sample(float u, float v)
{
return mSolidColor;
}