// // Created by karl on 14.01.20. // #ifndef ECSGAME_TEXTURE_H #define ECSGAME_TEXTURE_H #include "../../Util/stb_image.h" struct Texture { uint id; uint normal_id; bool render_transparent = false; struct Settings { Settings(bool mipmaps) : mipmaps(mipmaps) {} bool mipmaps = true; }; // Bind a texture from the given path and return its ID uint loadTexture(const std::string& path, Settings settings) { uint gl_id; glGenTextures(1, &gl_id); glBindTexture(GL_TEXTURE_2D, gl_id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); if (settings.mipmaps) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int width, height, nrChannels; unsigned char *data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0); if (data) { // Alpha channel? unsigned int glChannels = GL_RGB; if (nrChannels == 4) { glChannels = GL_RGBA; } glTexImage2D(GL_TEXTURE_2D, 0, glChannels, width, height, 0, glChannels, GL_UNSIGNED_BYTE, data); if (settings.mipmaps) { glGenerateMipmap(GL_TEXTURE_2D); } } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); return gl_id; } explicit Texture(const std::string& path, Settings settings, bool transparent) : id(loadTexture(path, settings)), render_transparent(transparent) {} void addNormalmap(const std::string& path, Settings settings) { normal_id = loadTexture(path, settings); } }; #endif //ECSGAME_TEXTURE_H