couch/core/Material.cpp

47 lines
1.2 KiB
C++

// NOTE: Do this here and only here, stbi will be defined where
// this macro is included
#define STB_IMAGE_IMPLEMENTATION
#include "Material.h"
#include <string>
Texture::Texture() {}
Texture Texture::FromFile(const char *filename) {
Texture tex;
glGenTextures(1, &tex.id);
glBindTexture(GL_TEXTURE_2D, tex.id);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
int nrChannels;
unsigned char* data = stbi_load(filename, &tex.width, &tex.height, &nrChannels, 4);
if (data) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.width, tex.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
} else {
throw std::string() + "Error loading texture file: " + filename;
}
stbi_image_free(data);
return tex;
}
Material::Material() {
usesTex = false;
ambient = Color(0.7, 0.7, 0.7);
diffuse = Color(1.0, 1.0, 1.0);
specular = Color(0.2, 0.2, 0.2);
shininess = 1;
alphaScissor = 0.0f;
unshaded = false;
cullBack = true;
}