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Copy pathTexture.cpp
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96 lines (75 loc) · 3.08 KB
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Copy pathTexture.cpp
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96 lines (75 loc) · 3.08 KB
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#include "Texture.h"
Texture::Texture()
{
textureID = 0;
width = 0;
height = 0;
bitDepth = 0;
fileLocation = "";
}
Texture::Texture(const char* fileLoc)
{
textureID = 0;
width = 0;
height = 0;
bitDepth = 0;
fileLocation = fileLoc;
}
bool Texture::LoadTexture()
{
unsigned char *texData = stbi_load(fileLocation, &width, &height, &bitDepth, 0); //unsigned char* is used to represent an image array ( an array of bytes)
if (!texData)
{ //if the file location does not exist
printf("Failed to find: %s\n", fileLocation);
return false;
}
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID); //GL_TEXTURE_2D is just a flat surface
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //GL_TEXTURE_WRAP_S specifies how to handle the image when it's around the border. S refers to the x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //GL_LINEAR means when you zoom in to the image, if you zoom in or zoom out of the image, it will try and blend the pixels together
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, texData);
glGenerateMipmap(GL_TEXTURE_2D); //Used for mipmapping
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(texData);
return true;
}
bool Texture::LoadTextureA()
{
unsigned char *texData = stbi_load(fileLocation, &width, &height, &bitDepth, 0); //unsigned char* is used to represent an image array ( an array of bytes)
if (!texData)
{ //if the file location does not exist
printf("Failed to find: %s\n", fileLocation);
return false;
}
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID); //GL_TEXTURE_2D is just a flat surface
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //GL_TEXTURE_WRAP_S specifies how to handle the image when it's around the border. S refers to the x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //GL_LINEAR means when you zoom in to the image, if you zoom in or zoom out of the image, it will try and blend the pixels together
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
glGenerateMipmap(GL_TEXTURE_2D); //Used for mipmapping
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(texData);
return true;
}
void Texture::UseTexture()
{
glActiveTexture(GL_TEXTURE1); //GL_TEXTURE is the texture unit, when our texture is being run in the shader, it will be a sampler. The sampler is what will have access to the data for our texture. It access it through the texture unit.
glBindTexture(GL_TEXTURE_2D, textureID);
}
void Texture::ClearTexture()
{
glDeleteTextures(1, &textureID); //Delete the texture from memory
textureID = 0;
width = 0;
height = 0;
bitDepth = 0;
fileLocation = "";
}
Texture::~Texture()
{ //Free up memory after destroying the texture object
ClearTexture();
}