engineer-thesis-WUT/breakout/texture.cpp

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2023-04-02 17:59:15 +02:00
#ifndef BREAKOUT_TEXTURE_CPP_
#define BREAKOUT_TEXTURE_CPP_
#include <iostream>
#include "texture.hpp"
Texture2D::Texture2D()
: Width(0), Height(0), Internal_Format(GL_RGB), Image_Format(GL_RGB), Wrap_S(GL_REPEAT), Wrap_T(GL_REPEAT), Filter_Min(GL_LINEAR), Filter_Max(GL_LINEAR)
{
glGenTextures(1, &this->ID);
}
void Texture2D::Generate(unsigned int width, unsigned int 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_Max);
// unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture2D::Bind() const
{
glBindTexture(GL_TEXTURE_2D, this->ID);
}
#endif // BREAKOUT_TEXTURE_CPP_