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#include <stdexcept>
#include "texture.h"
#include "stb_image.h"
#include "gl.h"
Texture::Texture() {
glGenTextures(1, &texture);
}
Texture::Texture(const std::string& filename) {
glGenTextures(1, &texture);
load(filename);
}
void Texture::load(const std::string& filename) {
int w, h, ch;
uint8_t* data = stbi_load(filename.c_str(), &w, &h, &ch, 4);
unsigned int format;
if(ch == 4) {
format = GL_RGBA;
} else {
format = GL_RGB;
}
build(data, format, w, h);
stbi_image_free(data);
}
void Texture::bind() const {
glBindTexture(GL_TEXTURE_2D, texture);
}
unsigned int Texture::tex() const {
return texture;
}
unsigned int Texture::w() const {
return width;
}
unsigned int Texture::h() const {
return height;
}
void Texture::build(void* data, unsigned int format, unsigned int w, unsigned int h) {
if(!data) {
throw(std::runtime_error("No texture data"));
}
width = w;
height = h;
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, format, GL_UNSIGNED_BYTE, data);
}
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