#pragma once #include #include #define STB_IMAGE_IMPLEMENTATION #include class Texture { public: unsigned int ID; int width, height, nrChannels; Texture(const char* texturePath, bool flip = false) { // Create the Texture and set our ID glGenTextures(1, &ID); glBindTexture(GL_TEXTURE_2D, ID); // set the texture wrapping/filtering options (on the currently bound texture object) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Grab the texture from our path if (flip) stbi_set_flip_vertically_on_load(true); unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0); if (data) { GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB; glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; } if (flip) stbi_set_flip_vertically_on_load(false); stbi_image_free(data); } void Draw() const { glActiveTexture(GL_TEXTURE); glBindTexture(GL_TEXTURE_2D, ID); } };