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texture.cpp
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texture.cpp
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#include "texture.h"
Texture::Texture(std::string texture_name)
{
SDL_Surface *texture = SDL_LoadBMP(texture_name.c_str());
if(!texture){
std::cerr << "Loading texture error!" << std::endl;
exit(1);
}
//genereaza textura
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture->w, texture->h, 0, GL_BGR, GL_UNSIGNED_BYTE, texture->pixels);
SDL_FreeSurface(texture);
}
Texture::Texture(GLuint texture_id) : texture_id(texture_id){
}
Texture::~Texture()
{
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &texture_id);
}
GLuint Texture::get_texture_id(){
return texture_id;
}
void Texture::use(unsigned int n){
glActiveTexture(GL_TEXTURE0 + n);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id);
}