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