#include "Texture.h" #include #define STB_IMAGE_IMPLEMENTATION #include "Util/stb_image.h" bool Texture::is_valid() const { return valid; } uint Texture::load_texture(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) { // Check number of channels unsigned int glChannels = GL_RED; if (nrChannels == 3) glChannels = GL_RGB; else 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); } valid = true; } stbi_image_free(data); return gl_id; } void Texture::bind_to(int unit) { glActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_2D, id); }