openblocks/core/src/rendering/texture3d.cpp

47 lines
1.5 KiB
C++

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