59 lines
1.5 KiB
C++
59 lines
1.5 KiB
C++
#include "Gedeng/Texture.h"
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#include <iostream>
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#define STB_IMAGE_IMPLEMENTATION
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#include "vendor/stb_image.h"
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namespace Gedeng {
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bool Texture::is_valid() const {
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return valid;
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}
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uint Texture::load_texture(const std::string &path, Settings settings) {
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uint gl_id;
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glGenTextures(1, &gl_id);
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glBindTexture(GL_TEXTURE_2D, gl_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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if (settings.mipmaps) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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int width, height, nrChannels;
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unsigned char *data = stbi_load(path.c_str(), &width, &height, &nrChannels, 0);
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if (data) {
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// Check number of channels
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unsigned int glChannels = GL_RED;
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if (nrChannels == 3)
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glChannels = GL_RGB;
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else if (nrChannels == 4)
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glChannels = GL_RGBA;
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glTexImage2D(GL_TEXTURE_2D, 0, glChannels, width, height, 0, glChannels, GL_UNSIGNED_BYTE, data);
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if (settings.mipmaps) {
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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valid = true;
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}
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stbi_image_free(data);
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return gl_id;
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}
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void Texture::bind_to(int unit) {
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_2D, id);
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}
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} // namespace Gedeng
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