68 lines
1.9 KiB
C++

//
// 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