engineer-thesis-WUT/Engine/engine/textures.hpp

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#ifndef TEXTURES_HPP
#define TEXTURES_HPP
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#include <iostream>
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#include <glad/glad.h>
#include <GLFW/glfw3.h>
void setTextureParametersINT(const GLenum textureTarget = GL_TEXTURE_2D, const GLint sCoordinateOption = GL_REPEAT, const GLint tCoordinateOption = GL_REPEAT, const GLint rCoordinateOption = GL_REPEAT, const float* borderColor = NULL);
void setTextureSCoordinate(const GLenum textureTarget = GL_TEXTURE_2D, const GLint sCoordinateOption = GL_REPEAT, const float* borderColor = NULL);
void setTextureTCoordinate(const GLenum textureTarget = GL_TEXTURE_2D, const GLint tCoordinateOption = GL_REPEAT, const float* borderColor = NULL);
void setTextureRCoordinate(const GLenum textureTarget = GL_TEXTURE_3D, const GLint rCoordinateOption = GL_REPEAT, const float* borderColor = NULL);
void setTextureFilteringAndMipMap(const GLenum textureTarget = GL_TEXTURE_2D, const GLenum filterType = GL_TEXTURE_MAG_FILTER, const GLint textureFilteringMethod = GL_NEAREST, const GLint mipMapFilteringMethod = GL_NEAREST_MIPMAP_NEAREST);
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unsigned int generateAndBindTexture(const GLenum textureTarget);
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unsigned int generateTexture(const char* texturePath, const int textureWidth, const int textureHeight, const int colorChannels);
unsigned char* loadTexture(const char* texturePath, int textureWidth, int textureHeight, int colorChannels);
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// const char* texturePath, int textureWidth, int textureHeight, int colorChannels, const GLenum textureTarget, const GLint sCoordinateOption, const GLint tCoordinateOption, const GLint rCoordinateOption, const float* borderColor
unsigned int loadAndCreateTexture();
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#endif // TEXTURES_HPP