#include "TextureBean.h" #include "../global.h" #define STB_IMAGE_IMPLEMENTATION #include "../external/stb/stb_image.h" TextureBean::TextureBean() :m_PData(nullptr) { m_Glu = new GLuint[1]; } TextureBean::~TextureBean() { delete[] m_Glu; if (m_PData)delete[] m_PData; } void TextureBean::Load() { if (!m_PData)return; unsigned char *data = stbi_load_from_memory(m_PData, m_DataLen, &m_Width, &m_Height, &m_Comp, 0); if (m_Comp == 4) { m_Bpp = GL_RGBA; } else{ m_Bpp = GL_RGB; } glGenTextures(1, m_Glu); glBindTexture(GL_TEXTURE_2D, m_Glu[0]); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //even better quality, but this will do for now. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //to the edge of our shape. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); //Generate the texture glTexImage2D(GL_TEXTURE_2D, 0, m_Bpp, m_Width, m_Height, 0, m_Bpp, GL_UNSIGNED_BYTE, data); stbi_image_free(data); delete[] m_PData; m_PData = nullptr; }