#include "../Include/Graphics/Texture.h" #include #include #define STB_IMAGE_IMPLEMENTATION #include "Graphics/stb_image.h" #include Texture::Texture(const std::string texturePath) { int width, height, channels; unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0); std::cout << channels << std::endl; if (data) { glGenTextures(1, &Id); glBindTexture(GL_TEXTURE_2D, Id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); 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); } else { spdlog::error("Failed to load image (%s)", texturePath ); } stbi_image_free(data); } void Texture::Bind() { glBindTexture(GL_TEXTURE_2D, Id); } void Texture::Unbind() { glBindTexture(GL_TEXTURE_2D, 0); }