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