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#include <GL/glew.h>
#include "Texture.hpp"
namespace MC::GFX {
Texture::Texture(const Image::RawImage& image) {
glGenTextures(1, &m_texture);
glBindTexture(GL_TEXTURE_2D, m_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// If this is not here, odd-numbered rows (like those in i.e. 5x5 textures)
// will begin at the incorrect byte, causing color artifacts.
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width(), image.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, image.raw());
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::bind() const {
glBindTexture(GL_TEXTURE_2D, m_texture);
}
void Texture::unbind() const {
glBindTexture(GL_TEXTURE_2D, 0);
}
}
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