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/** ---------------------------------------------------------------------------
* -*- c++ -*-
* @file: imageloader.cpp
*
* Copyright (c) 2017 Yann Herklotz Grave <ymherklotz@gmail.com>
* MIT License, see LICENSE file for more details.
* ----------------------------------------------------------------------------
*/
#include "imageloader.h"
#include "../data/texture.h"
#include "logger.h"
#include "stb_image.h"
#include <iostream>
#include <glad/glad.h>
#include <iostream>
#include <stdexcept>
using std::cout;
namespace yage
{
Texture ImageLoader::loadPng(const std::string &file_path)
{
int width, height, num_channels;
yLogDebug << "Loading image from disk: " << file_path;
unsigned char *data =
stbi_load(file_path.c_str(), &width, &height, &num_channels, 0);
yLogDebug << "Sucessfully loaded file";
Texture texture(0, static_cast<int>(width), static_cast<int>(height));
yLogDebug << "Creating texture";
cout << "Hello";
glGenTextures(1, &texture.id);
glBindTexture(GL_TEXTURE_2D, texture.id);
if (num_channels == 4) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, data);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, data);
}
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
yLogDebug << "Successfully loaded texture: " << file_path;
return texture;
}
} // namespace yage
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