This commit is contained in:
2026-11-02 19:35:36 -05:00
parent a6103e453d
commit 7b32ad674e
52 changed files with 3285 additions and 1488 deletions
+36 -26
View File
@@ -1,51 +1,61 @@
#include "texture.h"
#include <stdexcept>
#include "stb_image.h"
Texture::Texture(const char* filename) : path(filename)
{
int widthImg, heightImg, nrComponents;
int nrComponents;
stbi_set_flip_vertically_on_load(true);
unsigned char* bytes = stbi_load(filename, &widthImg, &heightImg, &nrComponents, 0);
unsigned char* bytes = stbi_load(filename, &width, &height, &nrComponents, 4);
if (not bytes)
{
std::cout << "Failed to load texture" << std::endl;
throw;
}
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);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
// 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);
GLenum format;
if (nrComponents == 1)
format = GL_RED;
else if (nrComponents == 3)
format = GL_RGB;
else if (nrComponents == 4)
format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, widthImg, heightImg, 0, format, GL_UNSIGNED_BYTE, bytes);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(bytes);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::texUnit(Shader shader, const char* uniform, GLuint unit) {
shader.SetInt(uniform,unit);
}
void Texture::Bind() {
void Texture::Upload()
{
glBindTexture(GL_TEXTURE_2D, ID);
}
void Texture::Unbind() {
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);
}
}