// // Created by karl on 14.01.20. // #ifndef ECSGAME_TEXTURE_H #define ECSGAME_TEXTURE_H #include "../../Util/stb_image.h" struct Texture { explicit Texture(const std::string& path) { glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); 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_MIPMAP_LINEAR); // Mipmapping 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) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); // Mipmapping } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); } unsigned int id; }; #endif //ECSGAME_TEXTURE_H