#include "texture.h" #include "glArrays.h" #include #include #include #include #include Cache Texture::cachedTexture; Texture::Texture(const std::filesystem::path & fileName) : Texture {Image {Resource::mapPath(fileName).c_str(), STBI_rgb_alpha}} { } Texture::Texture(const Image & tex) : Texture {static_cast(tex.width), static_cast(tex.height), tex.data.data()} { } Texture::Texture(GLsizei width, GLsizei height, const void * data) { glBindTexture(GL_TEXTURE_2D, m_texture); 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, data); } void Texture::bind(GLenum unit) const { glActiveTexture(unit); glBindTexture(GL_TEXTURE_2D, m_texture); }