Files
VoxelEngine/Rendering/Texture.cs

41 lines
1.5 KiB
C#

using OpenTK.Graphics.OpenGL4;
using StbImageSharp;
namespace VoxelEngine.Rendering;
public sealed class Texture : IDisposable
{
private readonly int _handle;
public int Width { get; }
public int Height { get; }
public Texture(string path)
{
this._handle = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, this._handle);
StbImage.stbi_set_flip_vertically_on_load(1);
using FileStream stream = File.OpenRead(path);
ImageResult image = ImageResult.FromStream(stream, ColorComponents.RedGreenBlueAlpha);
this.Width = image.Width;
this.Height = image.Height;
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba,
image.Width, image.Height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, image.Data);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
}
public void Use(TextureUnit unit = TextureUnit.Texture0)
{
GL.ActiveTexture(unit);
GL.BindTexture(TextureTarget.Texture2D, this._handle);
}
public void Dispose() => GL.DeleteTexture(this._handle);
}