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#include "texture.h"
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#include <stdexcept>
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#include "stb_image.h"
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Texture::Texture(const char* filename) : path(filename)
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{
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int nrComponents;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* bytes = stbi_load(filename, &width, &height, &nrComponents, 4);
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if (not bytes)
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throw std::runtime_error("Failed to load texture: " + path);
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pixels.assign(bytes, bytes + (size_t)width * height * 4);
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stbi_image_free(bytes);
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CreateGLTexture();
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}
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Texture::Texture(const unsigned char* encoded, int size, const std::string& name) : path(name)
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{
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int nrComponents;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* bytes = stbi_load_from_memory(encoded, size, &width, &height, &nrComponents, 4);
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if (not bytes)
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throw std::runtime_error("Failed to load texture: " + path);
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pixels.assign(bytes, bytes + (size_t)width * height * 4);
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stbi_image_free(bytes);
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CreateGLTexture();
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}
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Texture::Texture(int newWidth, int newHeight) : width(newWidth), height(newHeight)
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{
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pixels.assign((size_t)width * height * 4, 255);
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CreateGLTexture();
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}
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Texture::Texture(const Texture& source)
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: path(source.path), width(source.width), height(source.height), pixels(source.pixels)
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{
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CreateGLTexture();
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}
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void Texture::CreateGLTexture()
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{
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glGenTextures(1, &ID);
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glBindTexture(GL_TEXTURE_2D, ID);
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// Mipmaps when shrunk, otherwise tiled textures shimmer in the distance
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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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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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::Upload()
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{
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glBindTexture(GL_TEXTURE_2D, ID);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::Delete() {
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glDeleteTextures(1, &ID);
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}
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