#include "texture.h" #include 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); }