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#include <GL/glew.h>
#define STB_IMAGE_IMPLEMENTATION
#include "../include/stb_image.h"
#include "Texture.hpp"
Texture::Texture(int type) : target(type)
{
glGenTextures(1, &texture_id);
}
Texture::~Texture()
{
glDeleteTextures(1, &texture_id);
}
int Texture::LoadImage(const char *path)
{
int width, height, nrChannels;
unsigned char *image;
glBindTexture(target, texture_id);
image = stbi_load(path, &width, &height, &nrChannels, 0);
if(!image)
return 1;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, image);
stbi_image_free(image);
glGenerateMipmap(target);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(target, 0);
return 0;
}
int Texture::LoadImage(const char **paths)
{
if(target != GL_TEXTURE_CUBE_MAP)
return 1;
int width, height, nrChannels;
unsigned int i;
unsigned char *image;
glBindTexture(target, texture_id);
for(i = 0; i < 6; i++) {
image = stbi_load(paths[i], &width, &height, &nrChannels, 0);
if(!image)
return 1;
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
stbi_image_free(image);
}
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glBindTexture(target, 0);
return 0;
}
void Texture::Bind()
{
glBindTexture(target, texture_id);
}
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