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Texture.cpp
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66 lines (55 loc) · 1.6 KB
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#include "Texture.h"
Texture::Texture(const char* image, const char* texType, GLuint slot)
{
type = texType;
int widthImg, heightImg, numColCh;
stbi_set_flip_vertically_on_load(true);
unsigned char* bytes = stbi_load(image, &widthImg, &heightImg, &numColCh, 0);
glGenTextures(1, &ID);
glActiveTexture(GL_TEXTURE0 + slot);
unit = slot;
glBindTexture(GL_TEXTURE_2D, ID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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");
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(bytes);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::texUnit(Shader& shader, const char* uniform, GLuint unit)
{
GLuint texUni = glGetUniformLocation(shader.ID, uniform);
shader.Activate();
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);
}