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#include "texture.h"
#include "stb_image.h"
#include <cache.h>
#include <stdexcept>
Cache<Texture> Texture::cachedTexture;
Texture::Texture(const std::string & fileName) : m_texture {}
{
int width, height, numComponents;
unsigned char * data = stbi_load((fileName).c_str(), &width, &height, &numComponents, 4);
if (!data) {
throw std::runtime_error {"Unable to load texture: " + fileName};
}
glGenTextures(1, &m_texture);
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);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(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);
stbi_image_free(data);
}
Texture::~Texture()
{
glDeleteTextures(1, &m_texture);
}
void
Texture::Bind() const
{
glBindTexture(GL_TEXTURE_2D, m_texture);
}
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