#include #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); }