#include <GL/glew.h>
+#include <stdlib.h>
#include "texture.h"
#include "opengl/texture-gl.h"
int w = images[i].w;
int h = images[i].h;
- unsigned char *pixels = images[i].pixels;
+ /* target */
unsigned int t = is_cubemap() ? faces[i] : GL_TEXTURE_2D;
- glTexImage2D(t, 0, GL_SRGB_ALPHA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+
+ /* internal format */
+ unsigned int ifmt = images[i].is_float ? GL_RGBA16F : GL_SRGB_ALPHA;
+
+ /* data type of pixel data */
+ unsigned int type = images[i].is_float ? GL_FLOAT : GL_UNSIGNED_BYTE;
+
+ glTexImage2D(t, 0, ifmt, w, h, 0, GL_RGBA, type, images[i].pixels);
}
glGenerateMipmap(target);
}
-void TextureGL::bind()
+void TextureGL::bind(int texture_unit)
+{
+ glActiveTexture(GL_TEXTURE0 + texture_unit);
+
+ unsigned int target = is_cubemap() ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
+ glBindTexture(target, tex);
+
+ //TODO: (not needed for now) if I ever use textures outside the Texture class
+ //glActiveTexture(GL_TEXTURE0);
+}
+
+void TextureGL::unbind()
{
- glBindTexture(GL_TEXTURE_2D, tex);
+ unsigned int target = is_cubemap() ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
+ glBindTexture(target, 0);
}
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