ecsgame/ECS/Components/Texture.h

61 lines
1.7 KiB
C++

//
// Created by karl on 14.01.20.
//
#ifndef ECSGAME_TEXTURE_H
#define ECSGAME_TEXTURE_H
#include "../../Util/stb_image.h"
struct Texture {
struct Settings {
Settings(bool mipmaps, bool transparent) : mipmaps(mipmaps), transparent(transparent) {}
bool mipmaps = true;
bool transparent = false;
};
explicit Texture(const std::string& path, Settings settings) {
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);
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);
render_transparent = settings.transparent;
}
unsigned int id;
bool render_transparent = false;
};
#endif //ECSGAME_TEXTURE_H