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Texture.cpp
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Texture.cpp
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//
// Created by debowin on 11/13/17.
//
#include <cassert>
#include <iostream>
#include <utility>
#include "Texture.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
Texture::~Texture() {
glDeleteTextures(1, &m_texture);
}
Texture::Texture(std::string fileName) {
InitTexture(std::move(fileName));
}
void Texture::InitTexture(std::string fileName) {
int width, height, numComponents;
unsigned char* imageData = stbi_load(fileName.c_str(), &width, &height, &numComponents, 4);
if(imageData == nullptr)
std::cerr << "Texture loading failed for texture " << fileName << std::endl;
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
stbi_image_free(imageData);
}
void Texture::Bind(uint unit) {
assert(unit >=0 && unit<32);
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, m_texture);
}
Texture::Texture() = default;