#include #include #include Texture::Texture(GLenum type, const char *path) : type(type) { glGenTextures(1, &ID); glBindTexture(type, ID); glTexParameteri(type, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(type, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); int width, height, nrChannels; unsigned char *data; stbi_set_flip_vertically_on_load(true); data = stbi_load(path, &width, &height, &nrChannels, 0); assert(data && "Failed to load image"); glTexImage2D(type, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(type); stbi_image_free(data); }; Texture::~Texture() {glDeleteTextures(1, &ID);} void Texture::bind(GLenum texture) { glActiveTexture(texture); glBindTexture(type, ID); }