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#include "texture.h"
#include "glArrays.h"
#include <GL/glew.h>
#include <cache.h>
#include <gfx/image.h>
#include <resource.h>
#include <stb/stb_image.h>
Cache<Texture, std::filesystem::path> Texture::cachedTexture;
Texture::Texture(const std::filesystem::path & fileName) :
Texture {Image {Resource::mapPath(fileName).c_str(), STBI_rgb_alpha}}
{
}
Texture::Texture(const Image & tex)
{
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, static_cast<GLsizei>(tex.width), static_cast<GLsizei>(tex.height), 0,
GL_RGBA, GL_UNSIGNED_BYTE, tex.data.data());
}
void
Texture::Bind() const
{
glBindTexture(GL_TEXTURE_2D, m_texture);
}
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