#include "Texture.h" #include #include #include #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" using namespace std; Texture::Texture() : filename(""), tid(0) { } Texture::~Texture() { } void Texture::init() { // Load texture int w, h, ncomps; stbi_set_flip_vertically_on_load(true); unsigned char *data = stbi_load(filename.c_str(), &w, &h, &ncomps, 0); if(!data) { cerr << filename << " not found" << endl; } if(ncomps != 3) { cerr << filename << " must have 3 components (RGB)" << endl; } if((w & (w - 1)) != 0 || (h & (h - 1)) != 0) { cerr << filename << " must be a power of 2" << endl; } width = w; height = h; // Generate a texture buffer object glGenTextures(1, &tid); // Bind the current texture to be the newly generated texture object glBindTexture(GL_TEXTURE_2D, tid); // Load the actual texture data // Base level is 0, number of channels is 3, and border is 0. glTexImage2D(GL_TEXTURE_2D, 0, ncomps, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); // Generate image pyramid glGenerateMipmap(GL_TEXTURE_2D); // Set texture wrap modes for the S and T directions glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Set filtering mode for magnification and minimification glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Unbind glBindTexture(GL_TEXTURE_2D, 0); // Free image, since the data is now on the GPU stbi_image_free(data); } void Texture::setWrapModes(GLint wrapS, GLint wrapT) { // Must be called after init() glBindTexture(GL_TEXTURE_2D, tid); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); } void Texture::bind(GLint handle) { glActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_2D, tid); glUniform1i(handle, unit); } void Texture::unbind() { glActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_2D, 0); }