Files
rez_demo/GL_STUFF/SOURCES/UTILS/OnlyOnce.cpp

51 lines
1.2 KiB
C++
Executable File

#include "../../HEADERS/UTILS/OnlyOnce.hpp"
/*
#include <GL/glew.h>
*/
#ifndef STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#endif // !STB_IMAGE_IMPLEMENTATION
#include "../../HEADERS/UTILS/stb_image.h"
GLuint loadImg(const char* path) {
GLuint texture;
int width, height, nrChannels;
GLenum format;
unsigned char* data;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
//Gestione minification e magnification
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_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
data = stbi_load(path, &width, &height, &nrChannels, 0);
if (data)
{
if (nrChannels == 3)
format = GL_RGB;
if (nrChannels == 4)
format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
printf("Tutto OK %d %d \n", width, height);
}
else
{
printf("LoadImage Errore nel caricare la texture\n");
printf("%s\n", stbi_failure_reason());
}
stbi_image_free(data);
glBindTexture(GL_TEXTURE_2D, 0);
return texture;
}