51 lines
No EOL
1.3 KiB
C++
51 lines
No EOL
1.3 KiB
C++
#ifndef TEXTURE_H
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#define TEXTURE_H
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#include <string>
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#include <glad/glad.h>
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#include <iostream>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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class Texture
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{
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public:
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unsigned int ID;
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Texture(const char* texturePath)
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{
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glGenTextures(1, &ID);
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glBindTexture(GL_TEXTURE_2D, ID);
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// set the texture wrapping/filtering options (on the currently bound texture object)
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load and generate the texture
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(true);
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unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0);
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if (data)
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{
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GLenum format = GL_RGB;
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if (nrChannels == 1) format = GL_RED;
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else if (nrChannels == 3) format = GL_RGB;
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else if (nrChannels == 4) format = GL_RGBA;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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else
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{
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std::cout << "Failed to load texture" << std::endl;
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}
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stbi_image_free(data);
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}
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void use()
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{
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glBindTexture(GL_TEXTURE_2D, ID);
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}
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};
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#endif |