// Copyright [2023] Krzysztof Rudnicki #ifndef BREAKOUT_TEXTURE_CPP_ #define BREAKOUT_TEXTURE_CPP_ #include #include "../breakout/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