XtreemNodes/include/TextureHandler.h
2023-02-25 16:04:37 -05:00

72 lines
2.2 KiB
C++

#define STBI_FAILURE_USERMSG
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include "Base.h"
#ifndef TEXTURE_HANDLER
#define TEXTURE_HANDLER
class TextureHandler
{
private:
int width = -1;
int height = -1;
int comp = -1;
unsigned char* imageData;
unsigned char* imageData1;
public:
GLuint textures;
GLuint textures1;
unsigned char* loadTexture(char* filename)
{
return stbi_load(filename, &width, &height, &comp, 0);
}
void loadAllTextures()
{
int textureIndex = 0;
imageData = loadTexture("data/img/grass.png");
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(1, &textures);
glBindTexture(GL_TEXTURE_2D, textures);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
imageData1 = loadTexture("data/img/oak.png");
glGenTextures(1, &textures1);
glBindTexture(GL_TEXTURE_2D, textures1);
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_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData1);
}
void getTextureForNode(int x, int y, int z)
{
//Position2D block = BlockUtilities::getBlockFromNodeCoordinates(x, z);
if(blockManager.getNodeAt(x, y, z) == 1)
{
glBindTexture(GL_TEXTURE_2D, textures);
}
else if(blockManager.getNodeAt(x, y, z) == 2)
{
glBindTexture(GL_TEXTURE_2D, textures1);
}
}
};
#endif