SyndicatQuebecoisdelaConstr.../SQCSim2021/texture.cpp

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#include "texture.h"
#include <cassert>
Texture::Texture(const std::string& filename) : m_isValid(false)
{
if(filename != "")
Load(filename);
}
Texture::~Texture()
{
if(IsValid())
glDeleteTextures(1, &m_textureId);
}
bool Texture::Load(const std::string& filename)
{
// Initialize Devil only once:
static bool alreadyInitialized = false;
if(!alreadyInitialized)
{
ilInit();
alreadyInitialized = true;
}
// Use Devil library to load image data in memory
ILuint texid;
ilGenImages(1, &texid);
ilBindImage(texid);
ilOriginFunc(IL_ORIGIN_LOWER_LEFT);
ilEnable(IL_ORIGIN_SET);
if (!ilLoadImage((const ILstring)filename.c_str()))
return false;
if (!ilConvertImage(IL_RGBA, IL_UNSIGNED_BYTE))
return false;
// Create mipmapped opengl texture from image data
glGenTextures(1, &m_textureId);
glBindTexture(GL_TEXTURE_2D, m_textureId);
gluBuild2DMipmaps(GL_TEXTURE_2D, 4, ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
ilDeleteImages(1, &texid);
m_isValid = true;
return true;
}
bool Texture::IsValid() const
{
return m_isValid;
}
void Texture::Bind() const
{
assert(IsValid());
glBindTexture(GL_TEXTURE_2D, m_textureId);
}