2024-01-02 20:54:56 +01:00
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#include "Texture.h"
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#include <fstream>
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#include <iostream>
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#include <iterator>
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#include <vector>
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#include "SOIL/SOIL.h"
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typedef unsigned char byte;
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GLuint Core::LoadTexture( const char * filepath )
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{
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GLuint id;
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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int w, h;
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unsigned char* image = SOIL_load_image(filepath, &w, &h, 0, SOIL_LOAD_RGBA);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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SOIL_free_image_data(image);
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return id;
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}
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2024-01-12 23:26:00 +01:00
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GLuint Core::LoadCubemap(const std::vector<std::string>& faces)
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{
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GLuint textureID;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
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int width, height;
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unsigned char* data;
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for (unsigned int i = 0; i < faces.size(); i++)
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{
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data = SOIL_load_image(("textures/skybox/" + faces[i]).c_str(), &width, &height, 0, SOIL_LOAD_RGBA);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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SOIL_free_image_data(data);
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}
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else
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{
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std::cerr << "Cubemap tex failed to load at path:" << faces[i] << std::endl;
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SOIL_free_image_data(data);
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glDeleteTextures(1, &textureID);
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return 0;
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}
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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return textureID;
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}
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2024-01-02 20:54:56 +01:00
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void Core::SetActiveTexture(GLuint textureID, const char * shaderVariableName, GLuint programID, int textureUnit)
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{
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glUniform1i(glGetUniformLocation(programID, shaderVariableName), textureUnit);
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glActiveTexture(GL_TEXTURE0 + textureUnit);
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glBindTexture(GL_TEXTURE_2D, textureID);
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}
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