44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
#include "texture.h"
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#include <GL/glew.h>
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#include <GL/gl.h>
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#include <stb/stb_image.h>
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Texture::Texture(const char* texturePath, unsigned int format, bool noMipMaps) {
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glGenTextures(1, &this->ID);
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glBindTexture(GL_TEXTURE_2D, this->ID);
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// Wrapping
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Interpolation
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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printf("Failed to load texture '%s'\n", texturePath);
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abort();
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}
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
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GL_UNSIGNED_BYTE, data);
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if (!noMipMaps) glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(data);
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}
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Texture::~Texture() {
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glDeleteTextures(1, &this->ID);
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}
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void Texture::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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