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