use "ARCH=arch_name make" restructured project folder, implementations and headers together under sources/
53 lines
1.2 KiB
C++
Executable File
53 lines
1.2 KiB
C++
Executable File
#include "OnlyOnce.hpp"
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/*
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#include <GL/glew.h>
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*/
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extern "C" {
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#ifndef STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#endif // !STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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}
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GLuint loadImg(const char* path) {
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GLuint texture;
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int width, height, nrChannels;
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GLenum format;
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unsigned char* data;
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glGenTextures(1, &texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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//Gestione minification e magnification
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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_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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data = stbi_load(path, &width, &height, &nrChannels, 0);
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if (data)
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{
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if (nrChannels == 3)
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format = GL_RGB;
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if (nrChannels == 4)
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format = GL_RGBA;
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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printf("Tutto OK %d %d \n", width, height);
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}
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else
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{
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printf("LoadImage Errore nel caricare la texture\n");
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printf("%s\n", stbi_failure_reason());
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}
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stbi_image_free(data);
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glBindTexture(GL_TEXTURE_2D, 0);
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return texture;
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}
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