Kelsidavis-WoWee/src/rendering/texture.cpp
Kelsi aeccddddeb Add centralized anisotropic filtering, fog, and Blinn-Phong specular to all renderers
Anisotropic filtering now queries GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT once
and applies via a single applyAnisotropicFiltering() utility, replacing
hardcoded calls across all renderers. Fog (sky horizon color, 100-600
range) and Blinn-Phong specular highlights are added to WMO, M2, and
character shaders for visual parity with terrain. Shadow sampling
plumbing (sampler2DShadow with 3x3 PCF) is wired into all three shaders
gated by uShadowEnabled, ready for a future shadow map pass.
2026-02-04 15:05:46 -08:00

69 lines
2 KiB
C++

#include "rendering/texture.hpp"
#include "core/logger.hpp"
// Stub implementation - would use stb_image or similar
namespace wowee {
namespace rendering {
Texture::~Texture() {
if (textureID) {
glDeleteTextures(1, &textureID);
}
}
bool Texture::loadFromFile(const std::string& path) {
// TODO: Implement with stb_image or BLP loader
LOG_WARNING("Texture loading not yet implemented: ", path);
return false;
}
bool Texture::loadFromMemory(const unsigned char* data, int w, int h, int channels) {
width = w;
height = h;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
GLenum format = (channels == 4) ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
applyAnisotropicFiltering();
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void Texture::bind(GLuint unit) const {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, textureID);
}
void Texture::unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
}
void applyAnisotropicFiltering() {
static float maxAniso = -1.0f;
if (maxAniso < 0.0f) {
if (GLEW_EXT_texture_filter_anisotropic) {
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAniso);
if (maxAniso < 1.0f) maxAniso = 1.0f;
} else {
maxAniso = 0.0f; // Extension not available
}
}
if (maxAniso > 0.0f) {
float desired = 16.0f;
float clamped = (desired < maxAniso) ? desired : maxAniso;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, clamped);
}
}
} // namespace rendering
} // namespace wowee