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Texture.cpp
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90 lines (73 loc) · 2.09 KB
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#include "Texture.h"
Texture::Texture()
{
textureID = 0;
width = 0;
height = 0;
bitDepth = 0;
fileLocation = "";
}
Texture::Texture(const char * fileLoc)
{
textureID = 0;
width = 0;
height = 0;
bitDepth = 0;
fileLocation = fileLoc;
}
bool Texture::LoadTexture()
{
unsigned char *texData = stbi_load(fileLocation, &width, &height, &bitDepth, 0);
if (!texData) {
std::cout << "failed to find" << fileLocation << std::endl;
return false;
}
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texData);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(texData);
return true;
}
bool Texture::LoadTextureA()
{
unsigned char *texData = stbi_load(fileLocation, &width, &height, &bitDepth, 0);
if (!texData) {
std::cout << "failed to find" << fileLocation << std::endl;
return false;
}
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D,textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(texData);
return true;
}
void Texture::UseTexture()
{
glActiveTexture(GL_TEXTURE);
glBindTexture(GL_TEXTURE_2D, textureID);
}
void Texture::ClearTexture()
{
glDeleteTextures(1, &textureID);
textureID = 0;
width = 0;
height = 0;
bitDepth = 0;
fileLocation = "";
}
Texture::~Texture()
{
ClearTexture();
}