Files
combattest/texture.cpp
T
2026-11-08 07:45:01 -05:00

76 lines
2.2 KiB
C++

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