#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; } 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); }