#include "CubemapTexture.h" CubemapTexture::CubemapTexture(char* posXFile, char* negXFile, char* posYFile, char* negYFile, char* posZFile, char* negZFile) { m_TextureFiles[0] = posXFile; m_TextureFiles[1] = negXFile; m_TextureFiles[2] = posYFile; m_TextureFiles[3] = negYFile; m_TextureFiles[4] = posZFile; m_TextureFiles[5] = negZFile; Load(); } CubemapTexture::~CubemapTexture() { //glDeleteTextures(1, &m_Texture); } void CubemapTexture::Load() { m_Texture = SOIL_load_OGL_cubemap( m_TextureFiles[0], m_TextureFiles[1], m_TextureFiles[2], m_TextureFiles[3], m_TextureFiles[4], m_TextureFiles[5], SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, 0); if (m_Texture == 0) LOG_ERROR("SOIL cubemap loading error: %s", SOIL_last_result()); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); } void CubemapTexture::Bind(GLenum textureUnit) { glActiveTexture(textureUnit); glBindTexture(GL_TEXTURE_CUBE_MAP, m_Texture); }