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#include <graphics/Texture.hpp>
Texture::Texture(std::string filename, GLenum textureWrapping, GLenum textureFiltering) {
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
//Texture options
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, textureWrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, textureWrapping);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, textureFiltering);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
//Image load
sf::Image image;
if (!image.loadFromFile(filename)) {
LOG(ERROR) << "Can't open image " << filename;
throw 201;
}
if (image.getPixelsPtr() == nullptr) {
LOG(ERROR) << "Image data is corrupted!";
throw 202;
}
image.flipVertically();
//Creating texture
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.getSize().x, image.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *) image.getPixelsPtr());
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
Texture::~Texture() {
glDeleteTextures(1, &texture);
}
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