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Texture.cpp
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#include"Texture.h"
Texture::Texture(const char* image, const char* texType, GLuint slot)
{
// Assigns the type of the texture ot the texture object
type = texType;
// Stores the width, height, and the number of color channels of the image
int widthImg, heightImg, numColCh;
// Flips the image so it appears right side up
//stbi_set_flip_vertically_on_load(true);
// Reads the image from a file and stores it in bytes
unsigned char* bytes = stbi_load(image, &widthImg, &heightImg, &numColCh, 0);
// Generates an OpenGL texture object
glGenTextures(1, &ID);
// Assigns the texture to a Texture Unit
glActiveTexture(GL_TEXTURE0 + slot);
unit = slot;
glBindTexture(GL_TEXTURE_2D, ID);
// Configures the type of algorithm that is used to make the image smaller or bigger
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Configures the way the texture repeats (if it does at all)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// Extra lines in case you choose to use GL_CLAMP_TO_BORDER
// float flatColor[] = {1.0f, 1.0f, 1.0f, 1.0f};
// glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, flatColor);
// Check what type of color channels the texture has and load it accordingly
if (numColCh == 4)
glTexImage2D
(
GL_TEXTURE_2D,
0,
GL_RGBA,
widthImg,
heightImg,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
bytes
);
else if (numColCh == 3)
glTexImage2D
(
GL_TEXTURE_2D,
0,
GL_RGBA,
widthImg,
heightImg,
0,
GL_RGB,
GL_UNSIGNED_BYTE,
bytes
);
else if (numColCh == 1)
glTexImage2D
(
GL_TEXTURE_2D,
0,
GL_RGBA,
widthImg,
heightImg,
0,
GL_RED,
GL_UNSIGNED_BYTE,
bytes
);
else
throw std::invalid_argument("Automatic Texture type recognition failed");
// Generates MipMaps
glGenerateMipmap(GL_TEXTURE_2D);
// Deletes the image data as it is already in the OpenGL Texture object
stbi_image_free(bytes);
// Unbinds the OpenGL Texture object so that it can't accidentally be modified
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::texUnit(Shader& shader, const char* uniform, GLuint unit)
{
// Gets the location of the uniform
GLuint texUni = glGetUniformLocation(shader.ID, uniform);
// Shader needs to be activated before changing the value of a uniform
shader.Activate();
// Sets the value of the uniform
glUniform1i(texUni, unit);
}
void Texture::Bind()
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, ID);
}
void Texture::Unbind()
{
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::Delete()
{
glDeleteTextures(1, &ID);
}