COSC-3P98-Assigment-3/include/texture.h

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/*
* Created by Brett Terpstra 6920201 on 27/03/23.
* Copyright (c) Brett Terpstra 2023 All Rights Reserved
*/
#ifndef ASSIGN3_TEXTURE_H
#define ASSIGN3_TEXTURE_H
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#include <glad/gl.h>
#include <GL/glut.h>
#include <GL/freeglut.h>
#include <string>
#include <iostream>
class texture {
private:
unsigned int textureID = 0;
public:
texture(unsigned char* data, int width, int height, int channels) {
glGenTextures(1, &textureID);
bind();
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, channels == 4 ? GL_RGBA : GL_RGB,
GL_UNSIGNED_BYTE, data
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// nearest preserves the pixely look
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Anisotropy helps preserve textures at oblique angles
float a = 0;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &a);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, a);
unbind();
// stbi mallocs (it is a c lib)!
free(data);
}
inline void bind() const {
glBindTexture(GL_TEXTURE_2D, textureID);
}
static inline void unbind() {
glBindTexture(GL_TEXTURE_2D, 0);
}
~texture(){
glDeleteTextures(1, &textureID);
}
};
texture* loadTexture(const std::string& path);
#endif //ASSIGN3_TEXTURE_H