#include #include #include #include "skybox.h" Skybox::Skybox(std::array faces, unsigned int format) { glGenTextures(1, &this->ID); glBindTexture(GL_TEXTURE_CUBE_MAP, this->ID); // stbi_set_flip_vertically_on_load(true); for (unsigned int i = 0; i< faces.size(); i++) { int width, height, nrChannels; unsigned char *data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0); if (!data) { printf("Failed to load texture '%s'\n", faces[i].c_str()); abort(); } glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); stbi_image_free(data); } // Wrapping glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); // Interpolation glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } Skybox::~Skybox() { glDeleteTextures(1, &this->ID); } void Skybox::activate(unsigned int textureIdx) { glActiveTexture(GL_TEXTURE0 + textureIdx); glBindTexture(GL_TEXTURE_2D, this->ID); }