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Commit c965731b authored by Woohyung Choi's avatar Woohyung Choi
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Remove load_texture(). Add default argument of load_image().

Fix warning. Apply load_texture() ->load_image()
parent fc011ab2
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...@@ -420,11 +420,6 @@ Mesh *make_mesh(const std::string fileName) ...@@ -420,11 +420,6 @@ Mesh *make_mesh(const std::string fileName)
return m; return m;
} }
GLuint load_texture(const std::string fileName)
{
return load_image(fileName, ImageType::REPEAT);
}
GLuint load_image(const std::string fileName, const ImageType type) GLuint load_image(const std::string fileName, const ImageType type)
{ {
int width, height, nrChannels; int width, height, nrChannels;
......
...@@ -93,5 +93,4 @@ GLuint allocate_VBO(const GLuint attribIndex, std::vector<glm::vec3> *VBO); ...@@ -93,5 +93,4 @@ GLuint allocate_VBO(const GLuint attribIndex, std::vector<glm::vec3> *VBO);
GLuint *allocate_VBOs(GLuint VAO, std::vector<std::vector<glm::vec3> *> &vertexInfo); GLuint *allocate_VBOs(GLuint VAO, std::vector<std::vector<glm::vec3> *> &vertexInfo);
GLuint allocate_VAO(); GLuint allocate_VAO();
Mesh *make_mesh(const std::string fileName); Mesh *make_mesh(const std::string fileName);
GLuint load_texture(const std::string fileName); GLuint load_image(const std::string fileName, const ImageType type = ImageType::CLAMP);
GLuint load_image(const std::string fileName, const ImageType type); \ No newline at end of file
\ No newline at end of file
...@@ -28,8 +28,8 @@ double decalY = SCR_HEIGHT / 2.0f; ...@@ -28,8 +28,8 @@ double decalY = SCR_HEIGHT / 2.0f;
bool firstMouse = true; bool firstMouse = true;
// timing // timing
float deltaTime = 0.0f; double deltaTime = 0.0f;
float lastFrame = 0.0f; double lastFrame = 0.0f;
// lighting // lighting
glm::vec3 lightPos(1.2f, 20.0f, 2.0f); glm::vec3 lightPos(1.2f, 20.0f, 2.0f);
...@@ -160,16 +160,16 @@ void Scene1(GLFWwindow *window) ...@@ -160,16 +160,16 @@ void Scene1(GLFWwindow *window)
auto cube = make_mesh("cube.obj"); auto cube = make_mesh("cube.obj");
auto black = load_texture("black.png"); auto black = load_image("black.png", ImageType::REPEAT);
auto magenta = load_texture("magenta.png"); auto magenta = load_image("magenta.png", ImageType::REPEAT);
auto orange = load_texture("orange.png"); auto orange = load_image("orange.png", ImageType::REPEAT);
auto white = load_texture("white.png"); auto white = load_image("white.png", ImageType::REPEAT);
auto transparent = load_texture("transparent.png"); auto transparent = load_image("transparent.png", ImageType::REPEAT);
auto wall = load_image("smileface.png", ImageType::CLAMP); auto wall = load_image("smileface.png");
auto wall_tex = load_image("wall.jpg", ImageType::REPEAT); auto wall_tex = load_image("wall.jpg", ImageType::REPEAT);
auto container_diffuse = load_texture("container2.png"); auto container_diffuse = load_image("container2.png", ImageType::REPEAT);
auto container_specular = load_texture("container2_specular.png"); auto container_specular = load_image("container2_specular.png", ImageType::REPEAT);
auto defaultMaterial = new Material(lightmap, orange, transparent); auto defaultMaterial = new Material(lightmap, orange, transparent);
auto cubeMaterial = new Material(lightmap, container_diffuse, container_specular); auto cubeMaterial = new Material(lightmap, container_diffuse, container_specular);
...@@ -273,20 +273,20 @@ void Scene2(GLFWwindow *window) ...@@ -273,20 +273,20 @@ void Scene2(GLFWwindow *window)
auto cube = make_mesh("cube.obj"); auto cube = make_mesh("cube.obj");
auto transparent = load_texture("transparent.png"); auto transparent = load_image("transparent.png", ImageType::REPEAT);
auto human_diffuse = load_texture("Body_Colour.jpg"); auto human_diffuse = load_image("Body_Colour.jpg", ImageType::REPEAT);
auto human_tattoo = load_image("tattoo.png", ImageType::CLAMP); auto human_tattoo = load_image("tattoo.png");
//auto wall_diffuse = load_texture("store.png"); //auto wall_diffuse = load_texture("store.png");
//auto wall_specular = load_texture("storeNM.png"); //auto wall_specular = load_texture("storeNM.png");
auto floor_diffuse = load_texture("concrete_light.jpg"); auto floor_diffuse = load_image("concrete_light.jpg", ImageType::REPEAT);
auto cube_diffuse = load_texture("container2.png"); auto cube_diffuse = load_image("container2.png", ImageType::REPEAT);
auto cube_specular = load_texture("container2_specular.png"); auto cube_specular = load_image("container2_specular.png", ImageType::REPEAT);
auto wall = load_image("tattoo.png", ImageType::CLAMP); auto wall = load_image("tattoo.png");
auto wall_tex = load_image("store.png", ImageType::REPEAT); auto wall_tex = load_image("store.png", ImageType::REPEAT);
auto humanMaterial = new Material(projector_shader, human_diffuse, human_tattoo); auto humanMaterial = new Material(projector_shader, human_diffuse, human_tattoo);
...@@ -392,17 +392,17 @@ void Scene3(GLFWwindow *window) ...@@ -392,17 +392,17 @@ void Scene3(GLFWwindow *window)
auto cube = make_mesh("cube.obj"); auto cube = make_mesh("cube.obj");
auto transparent = load_texture("transparent.png"); auto transparent = load_image("transparent.png", ImageType::REPEAT);
auto humvee_diffuse = load_texture("Tex_0023_1.png"); auto humvee_diffuse = load_image("Tex_0023_1.png", ImageType::REPEAT);
auto humvee_specular = load_texture("Tex_0025_1.png"); auto humvee_specular = load_image("Tex_0025_1.png", ImageType::REPEAT);
auto floor_diffuse = load_texture("concrete_light.jpg"); auto floor_diffuse = load_image("concrete_light.jpg", ImageType::REPEAT);
auto wall_diffuse = load_texture("foundation_brown_brick.jpg"); auto wall_diffuse = load_image("foundation_brown_brick.jpg", ImageType::REPEAT);
auto wall_specular = load_texture("foundation_brown_brick_spec.jpg"); auto wall_specular = load_image("foundation_brown_brick_spec.jpg", ImageType::REPEAT);
auto projImage = load_image("bulletholes.png", ImageType::CLAMP); auto projImage = load_image("bulletholes.png");
auto wall_tex = load_image("foundation_brown_brick.jpg", ImageType::REPEAT); auto wall_tex = load_image("foundation_brown_brick.jpg", ImageType::REPEAT);
auto humveeMaterial = new Material(projector_shader, humvee_diffuse, projImage); auto humveeMaterial = new Material(projector_shader, humvee_diffuse, projImage);
...@@ -482,12 +482,12 @@ void Scene4(GLFWwindow *window) ...@@ -482,12 +482,12 @@ void Scene4(GLFWwindow *window)
auto cube = make_mesh("cube.obj"); auto cube = make_mesh("cube.obj");
auto transparent = load_texture("transparent.png"); auto transparent = load_image("transparent.png", ImageType::REPEAT);
auto building_diffuse = load_texture("house.png"); auto building_diffuse = load_image("house.png", ImageType::REPEAT);
auto building_specular = load_texture("house_specular.png"); auto building_specular = load_image("house_specular.png", ImageType::REPEAT);
auto projImage = load_image("graffiti.png", ImageType::CLAMP); auto projImage = load_image("graffiti.png");
auto floor_diffuse = load_image("grass_ground.jpg", ImageType::REPEAT); auto floor_diffuse = load_image("grass_ground.jpg", ImageType::REPEAT);
......
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