#include #include "../headers/textures.hpp" #include #define STB_IMAGE_IMPLEMENTATION #include "../extern/stb/stb_image.h" namespace Textures { Texture2D::Texture2D() { texture_src = ""; } Texture2D::Texture2D(const char* t_src) { texture_src = t_src; // Load texture source etc load(); } void Texture2D::load() { // Bind this texture glGenTextures(1, &id); glBindTexture(GL_TEXTURE_2D, id); // Repeat/bounded etc glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); // Mipmap "blending" glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); unsigned char* data = stbi_load(texture_src, &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); loaded = true; } else { printf("[ERROR] Failed to load texture \"%s\"\n", texture_src); } stbi_image_free(data); } void Texture2D::bind() { glBindTexture(GL_TEXTURE_2D, id); } }