47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
#include "texture3d.h"
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <stb_image.h>
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#include "panic.h"
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#include "logger.h"
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Texture3D::Texture3D(const char* texturePath, unsigned int tileWidth, unsigned int tileHeight, unsigned int tileCount, unsigned int format) {
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glGenTextures(1, &this->ID);
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glBindTexture(GL_TEXTURE_2D_ARRAY, this->ID);
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// Wrapping
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_R, GL_REPEAT);
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// Interpolation
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// stbi_set_flip_vertically_on_load(true);
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int width, height, nrChannels;
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unsigned char *data = stbi_load(texturePath, &width, &height,
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&nrChannels, 0);
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if (!data) {
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Logger::fatalErrorf("Failed to load texture '%s'", texturePath);
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panic();
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}
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, format, tileWidth, tileHeight, /* no of layers= */ tileCount, 0, format,
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GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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stbi_image_free(data);
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}
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Texture3D::~Texture3D() {
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glDeleteTextures(1, &this->ID);
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}
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void Texture3D::activate(unsigned int textureIdx) {
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glActiveTexture(GL_TEXTURE0 + textureIdx);
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glBindTexture(GL_TEXTURE_2D, this->ID);
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}
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