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https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code re-work: model loading
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@@ -8,17 +8,17 @@
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#include <vector>
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using namespace std;
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// GL Includes
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#include <GL/glew.h> // Contains all the necessery OpenGL includes
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#include <glad/glad.h> // Contains all the necessery OpenGL includes
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <SOIL.h>
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#include <stb_image.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <learnopengl/mesh.h>
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GLint TextureFromFile(const char* path, string directory, bool gamma = false);
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unsigned int TextureFromFile(const char* path, string directory, bool gamma = false);
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class Model
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{
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@@ -201,28 +201,42 @@ private:
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};
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GLint TextureFromFile(const char* path, string directory, bool gamma)
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unsigned int TextureFromFile(const char* path, string directory, bool gamma)
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{
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//Generate texture ID and load texture data
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string filename = string(path);
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filename = directory + '/' + filename;
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GLuint textureID;
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glGenTextures(1, &textureID);
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int width,height;
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unsigned char* image = SOIL_load_image(filename.c_str(), &width, &height, 0, SOIL_LOAD_RGB);
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// Assign texture to ID
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, gamma ? GL_SRGB : GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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// Parameters
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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_MIPMAP_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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SOIL_free_image_data(image);
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unsigned int textureID;
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glGenTextures(1, &textureID);
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int width, height, nrComponents;
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unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
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if (data)
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{
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GLenum format;
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if (nrComponents == 1)
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format = GL_RED;
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else if (nrComponents == 3)
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format = GL_RGB;
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else if (nrComponents == 4)
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format = GL_RGBA;
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glBindTexture(GL_TEXTURE_2D, textureID);
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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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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_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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}
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else
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{
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std::cout << "Texture failed to load at path: " << path << std::endl;
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stbi_image_free(data);
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}
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return textureID;
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}
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}
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