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4 Commits
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b734e8270d
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| b734e8270d | |||
| 452e9bdc92 | |||
| 16d9959ace | |||
| e0a695c7b1 |
11
.gitea/workflows/nix-check.yaml
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11
.gitea/workflows/nix-check.yaml
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name: Verify build
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run-name: ${{ gitea.actor }} is building
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on: [push]
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jobs:
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verify_build:
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- uses: cachix/install-nix-action@v30
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- run: nix-shell shell.nix --run make
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25
headers/camera.hpp
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25
headers/camera.hpp
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#ifndef CAMERA_H
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#define CAMERA_H
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#include <glm/glm.hpp>
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class Camera {
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public:
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Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
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~Camera();
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void setPos(glm::vec3 pos);
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void setRotate(float yaw, float pitch);
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glm::mat4 getView();
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glm::mat4 getProjection();
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private:
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void update();
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glm::mat4 projection;
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glm::vec3 up;
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glm::vec3 front;
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glm::vec3 pos;
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float yaw;
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float pitch;
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float fov;
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float aspect;
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};
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#endif
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15
headers/texture.hpp
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15
headers/texture.hpp
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#ifndef TEXTURE_H
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#define TEXTURE_H
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#include <glad/glad.h>
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class Texture {
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public:
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Texture(GLenum type, const char *path);
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~Texture();
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void bind(GLenum texture);
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private:
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unsigned int ID;
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GLenum type;
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};
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#endif
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37
src/camera.cpp
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37
src/camera.cpp
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#include <camera.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/ext/matrix_transform.hpp>
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Camera::Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect)
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: up(glm::vec3(0, 1, 0)), pos(pos), yaw(yaw), pitch(pitch), fov(fov),
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aspect(aspect) {
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update();
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}
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Camera::~Camera() {}
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void Camera::setRotate(float yaw, float pitch) {
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this->yaw = yaw;
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this->pitch = pitch;
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update();
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}
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void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
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void Camera::update() {
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glm::vec3 direction;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch));
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direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
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front = glm::normalize(direction);
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}
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glm::mat4 Camera::getView() {
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glm::mat4 view = glm::mat4(1.0f);
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view = glm::lookAt(pos, pos + front, up);
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return view;
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}
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glm::mat4 Camera::getProjection() {
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return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
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}
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41
src/main.cpp
41
src/main.cpp
@ -1,4 +1,5 @@
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#include <glad/glad.h> /*Must be before GLFW*/
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#include <glad/glad.h> /*Must be before GLFW*/
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#include "camera.hpp"
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <cassert>
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#include <cassert>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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@ -6,7 +7,7 @@
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <shader.hpp>
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#include <shader.hpp>
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#include <shapes.h>
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#include <shapes.h>
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#include <stb_image.h>
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#include <texture.hpp>
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#define UNUSED(x) (void)(x)
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#define UNUSED(x) (void)(x)
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@ -55,48 +56,24 @@ int main(void) {
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glEnableVertexAttribArray(1); /*rgb*/
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glEnableVertexAttribArray(1); /*rgb*/
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glEnableVertexAttribArray(2); /*tex_cord*/
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glEnableVertexAttribArray(2); /*tex_cord*/
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Shader *shaderProgram;
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Shader *shaderProgram =
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unsigned int texture;
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new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl");
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shaderProgram =
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new Shader("./shaders/MVPTexVert.glsl", "./shaders/TexFrag.glsl");
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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Texture *texture = new Texture(GL_TEXTURE_2D, "./texture/container.jpg");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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int width, height, nrChannels;
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Camera *cam = new Camera(glm::vec3(0.0, 0.0, 5.0),-90.0f, 0.0f,45.0,800.0/600);
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unsigned char *data;
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stbi_set_flip_vertically_on_load(true);
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data = stbi_load("./texture/container.jpg", &width, &height, &nrChannels, 0);
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assert(data && "Failed to load image");
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(data);
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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glm::mat4 view = glm::mat4(1.0f); /*move camera*/
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glm::mat4 projection = glm::perspective(
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glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f); /*camera settings*/
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view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shaderProgram->use();
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shaderProgram->use();
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shaderProgram->setInt("Tex0", 0);
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shaderProgram->setInt("Tex0", 0);
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shaderProgram->setMat4("view", view);
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shaderProgram->setMat4("view", cam->getView());
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shaderProgram->setMat4("projection", projection);
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shaderProgram->setMat4("projection", cam->getProjection());
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texture->bind(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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33
src/texture.cpp
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33
src/texture.cpp
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#include <cassert>
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#include <stb_image.h>
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#include <texture.hpp>
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Texture::Texture(GLenum type, const char *path) : type(type) {
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glGenTextures(1, &ID);
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glBindTexture(type, ID);
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glTexParameteri(type, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(type, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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int width, height, nrChannels;
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unsigned char *data;
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stbi_set_flip_vertically_on_load(true);
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data = stbi_load(path, &width, &height, &nrChannels, 0);
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assert(data && "Failed to load image");
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glTexImage2D(type, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE,
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data);
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glGenerateMipmap(type);
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stbi_image_free(data);
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};
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Texture::~Texture() {}
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void Texture::bind(GLenum texture) {
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glActiveTexture(texture);
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glBindTexture(type, ID);
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}
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Reference in New Issue
Block a user