Texturing code + some other changes
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@@ -1,6 +1,71 @@
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#define STBI_FAILURE_USERMSG
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#ifndef TEXTURE_HANDLER
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#define TEXTURE_HANDLER
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#include "Base.h"
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#endif
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//#ifndef TEXTURE_HANDLER
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//#define TEXTURE_HANDLER
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class TextureHandler
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{
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private:
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int width = -1;
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int height = -1;
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int comp = -1;
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unsigned char* imageData;
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unsigned char* imageData1;
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public:
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GLuint textures;
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GLuint textures1;
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unsigned char* loadTexture(char* filename)
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{
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return stbi_load(filename, &width, &height, &comp, 0);
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}
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void loadAllTextures()
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{
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int textureIndex = 0;
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imageData = loadTexture("data/img/gold.png");
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glGenTextures(1, &textures);
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glBindTexture(GL_TEXTURE_2D, textures);
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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_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData);
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imageData1 = loadTexture("data/img/iron.png");
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glGenTextures(1, &textures1);
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glBindTexture(GL_TEXTURE_2D, textures1);
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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_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 16, 16, 0, GL_RGB, GL_UNSIGNED_BYTE, imageData1);
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}
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void getTextureForNode(int x, int y, int z)
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{
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if(nodeManager.getNodeAt(x, y, z) == 1)
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{
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glBindTexture(GL_TEXTURE_2D, textures);
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}
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else if(nodeManager.getNodeAt(x, y, z) == 2)
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{
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glBindTexture(GL_TEXTURE_2D, textures1);
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}
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}
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};
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//#endif
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