#include "texture.h" #include #include #include Texture::Texture(const char* texturePath, unsigned int format, bool noMipMaps) { glGenTextures(1, &this->ID); glBindTexture(GL_TEXTURE_2D, this->ID); // Wrapping glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Interpolation glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // stbi_set_flip_vertically_on_load(true); int width, height, nrChannels; unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0); if (!data) { printf("Failed to load texture '%s'\n", texturePath); abort(); } glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); if (!noMipMaps) glGenerateMipmap(GL_TEXTURE_2D); stbi_image_free(data); } Texture::~Texture() { glDeleteTextures(1, &this->ID); } void Texture::activate(unsigned int textureIdx) { glActiveTexture(GL_TEXTURE0 + textureIdx); glBindTexture(GL_TEXTURE_2D, this->ID); }