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texture.cpp
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texture.cpp
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//FIXME: Load into GL
#include <IL/il.h>
#include <IL/ilu.h>
#include <GL/glew.h>
class Texture {
private:
GLuint texture;
unsigned int width;
unsigned int height;
public:
Texture(std::string path) {
//FIXME: DevIL magic
std::cout << "Loading " << path << std::endl;
ILuint image;
ilGenImages(1, &image);
ilBindImage(image);
ilLoadImage((path + ".png").c_str());
ilConvertImage(IL_RGBA, GL_UNSIGNED_BYTE);
width = ilGetInteger(IL_IMAGE_WIDTH);
height = ilGetInteger(IL_IMAGE_HEIGHT);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, 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_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, ilGetData());
glGenerateMipmap(GL_TEXTURE_2D);
ilDeleteImages(1, &image);
}
~Texture() {
std::cout << "Removing texture" << std::endl;
glDeleteTextures(1, &texture);
}
void activate(unsigned int slot) {
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, texture);
}
};