first commit

This commit is contained in:
2021-07-07 22:09:21 +02:00
commit 9014681460
95 changed files with 42985 additions and 0 deletions

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#include <iostream>
#include "texture.h"
Texture::Texture()
: Width(0), Height(0), Internal_Format(GL_RGBA), Image_Format(GL_RGBA), Wrap_S(GL_REPEAT), Wrap_T(GL_REPEAT), Filter_Min(GL_LINEAR), Filter_Mag(GL_NEAREST)
{
glGenTextures(1, &this->ID);
}
void Texture::generate(GLuint width, GLuint height, unsigned char* data)
{
this->Width = width;
this->Height = height;
// Create Texture
glBindTexture(GL_TEXTURE_2D, this->ID);
glTexImage2D(GL_TEXTURE_2D, 0, this->Internal_Format, width, height, 0, this->Image_Format, GL_UNSIGNED_BYTE, data);
// Set Texture wrap and filter modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->Wrap_S);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->Wrap_T);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Mag);
// Unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::bind() const
{
glBindTexture(GL_TEXTURE_2D, this->ID);
}

27
textureManager/texture.h Normal file
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#pragma once
// Texture2D is able to store and configure a texture in OpenGL.
// It also hosts utility functions for easy management.
#include <GLAD/glad.h>
class Texture
{
public:
// Holds the ID of the texture object, used for all texture operations to reference to this particlar texture
GLuint ID;
// Texture image dimensions
GLuint Width, Height; // Width and height of loaded image in pixels
// Texture Format
GLuint Internal_Format; // Format of texture object
GLuint Image_Format; // Format of loaded image
// Texture configuration
GLuint Wrap_S; // Wrapping mode on S axis
GLuint Wrap_T; // Wrapping mode on T axis
GLuint Filter_Min; // Filtering mode if texture pixels < screen pixels
GLuint Filter_Mag; // Filtering mode if texture pixels > screen pixels
// Constructor (sets default texture modes)
Texture();
// Generates texture from image data
void generate(GLuint width, GLuint height, unsigned char* data);
// Binds the texture as the current active GL_TEXTURE_2D texture object
void bind() const;
};