Setting up
This commit is contained in:
3
.gitignore
vendored
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3
.gitignore
vendored
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@@ -0,0 +1,3 @@
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build/
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.vscode/
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lib/
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12
Makefile
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12
Makefile
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CC = g++
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CFLAGS = -std=c++17 -O2 -g
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LDFLAGS = -lglfw3 -lGL -ldl -lpthread -lX11 -lXxf86vm -lXrandr -lXi -lz
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OUT_NAME = BreakOut
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build: src/*.cpp src/*.h
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mkdir -p build/
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$(CC) $(CFLAGS) -Ilib/GLAD/include -Ilib/glfw/include -o build/$(OUT_NAME) lib/GLAD/src/glad.c src/*.cpp $(LDFLAGS)
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run: build build/$(OUT_NAME)
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./build/$(OUT_NAME)
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33
src/game.cpp
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33
src/game.cpp
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#include "game.h"
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Game::~Game()
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{
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}
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Game::Game(unsigned int width, unsigned int height)
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{
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}
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void Game::Init()
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{
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}
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void Game::ProcessInput(float dt)
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{
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}
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void Game::Update(float dt)
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{
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}
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void Game::Render()
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{
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}
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25
src/game.h
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25
src/game.h
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@@ -0,0 +1,25 @@
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#pragma once
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// Represent the curreent state of the game
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enum GameState {
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GAME_ACTIVE,
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GAME_MENU,
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GAME_WIN
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};
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class Game {
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public:
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// game state
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GameState State;
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bool Keys[1024];
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unsigned int width, height;
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// constructor / destructor
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Game(unsigned int width, unsigned int height);
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~Game();
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// initialize game state (load all shaders/textures/levels)
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void Init();
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// game Loop
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void ProcessInput(float dt);
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void Update(float dt);
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void Render();
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};
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105
src/main.cpp
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105
src/main.cpp
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@@ -0,0 +1,105 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "game.h"
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#include "resourcemanager.h"
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// GLFW function declarations
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void framebuffer_size_callbacks(GLFWwindow* window, int width, int height);
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void key_callback (GLFWwindow* window, int key, int scancode, int action, int mode);
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// The width of the screen
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const unsigned int SCREEN_WIDTH = 800;
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// The height of the screen
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const unsigned int SCREEN_HEIGHT = 600;
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Game Breakout(SCREEN_WIDTH, SCREEN_HEIGHT);
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int main (int argc, char* argv[])
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{
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, false);
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GLFWwindow* window = glfwCreateWindow(SCREEN_WIDTH,SCREEN_HEIGHT, "BreakOut", nullptr, nullptr);
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glfwMakeContextCurrent(window);
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// glad: load all OpenGL function pointers
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if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD!" << std::endl;
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return -1;
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}
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glfwSetKeyCallback(window, key_callback);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callbacks);
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// OpenGL configuration
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glViewport(0,0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// initialize game
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Breakout.Init();
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// deltaTime variables
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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while(!glfwWindowShouldClose(window))
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{
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// calculate delta time
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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glfwPollEvents();
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// manage user input
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Breakout.ProcessInput(deltaTime);
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// update game state
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Breakout.Update(deltaTime);
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// render
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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Breakout.Render();
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glfwSwapBuffers(window);
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}
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// delete all resources as loaded using the resource manager
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ResourceManager::Clear();
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glfwTerminate();
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return 0;
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action , int mode )
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{
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// when a user presses the escape key, we set the windowshouldclose property to true, closing the applicationl
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if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, true);
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}
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if( key >= 0 && key < 1024)
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{
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if(action == GLFW_PRESS)
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{
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Breakout.Keys[key] = true;
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}
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else
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{
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Breakout.Keys[key] = false;
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}
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}
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}
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void framebuffer_size_callbacks(GLFWwindow* window, int width, int height)
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{
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glViewport(0,0,width, height);
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}
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107
src/resourcemanager.cpp
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107
src/resourcemanager.cpp
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#include "resourcemanager.h"
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#include <iostream>
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#include <sstream>
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#include <fstream>
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#include "stb_image.h"
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// Instantiate static variables
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std::map<std::string, Texture2D> ResourceManager::Textures;
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std::map<std::string, Shader> ResourceManager::Shaders;
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Shader ResourceManager::LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name)
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{
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Shaders[name] = loadShaderFromFile(vShaderFile, fShaderFile, gShaderFile);
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return Shaders[name];
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}
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Shader ResourceManager::GetShader(std::string name)
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{
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return Shaders[name];
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}
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Texture2D ResourceManager::LoadTexture(const char *file, bool alpha, std::string name)
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{
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Textures[name] = loadTextureFromFile(file, alpha);
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return Textures[name];
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}
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Texture2D ResourceManager::GetTexture(std::string name)
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{
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return Textures[name];
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}
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void ResourceManager::Clear()
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{
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// (properly) delete all shaders
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for (auto iter : Shaders)
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glDeleteProgram(iter.second.ID);
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// (properly) delete all textures
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for (auto iter : Textures)
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glDeleteTextures(1, &iter.second.ID);
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}
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Shader ResourceManager::loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile)
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{
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// 1. retrieve the vertex/fragment source code from filePath
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std::string vertexCode;
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std::string fragmentCode;
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std::string geometryCode;
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try
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{
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// open files
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std::ifstream vertexShaderFile(vShaderFile);
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std::ifstream fragmentShaderFile(fShaderFile);
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std::stringstream vShaderStream, fShaderStream;
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// read file's buffer contents into streams
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vShaderStream << vertexShaderFile.rdbuf();
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fShaderStream << fragmentShaderFile.rdbuf();
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// close file handlers
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vertexShaderFile.close();
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fragmentShaderFile.close();
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// convert stream into string
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vertexCode = vShaderStream.str();
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fragmentCode = fShaderStream.str();
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// if geometry shader path is present, also load a geometry shader
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if (gShaderFile != nullptr)
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{
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std::ifstream geometryShaderFile(gShaderFile);
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std::stringstream gShaderStream;
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gShaderStream << geometryShaderFile.rdbuf();
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geometryShaderFile.close();
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geometryCode = gShaderStream.str();
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}
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}
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catch (std::exception e)
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{
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std::cout << "ERROR::SHADER: Failed to read shader files" << std::endl;
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}
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const char *vShaderCode = vertexCode.c_str();
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const char *fShaderCode = fragmentCode.c_str();
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const char *gShaderCode = geometryCode.c_str();
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// 2. now create shader object from source code
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Shader shader;
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shader.Compile(vShaderCode, fShaderCode, gShaderFile != nullptr ? gShaderCode : nullptr);
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return shader;
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}
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Texture2D ResourceManager::loadTextureFromFile(const char *file, bool alpha)
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{
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// create texture object
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Texture2D texture;
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if (alpha)
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{
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texture.Internal_Format = GL_RGBA;
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texture.Image_Format = GL_RGBA;
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}
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// load image
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int width, height, nrChannels;
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unsigned char* data = stbi_load(file, &width, &height, &nrChannels, 0);
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// now generate texture
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texture.Generate(width, height, data);
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// and finally free image data
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stbi_image_free(data);
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return texture;
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}
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40
src/resourcemanager.h
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40
src/resourcemanager.h
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#pragma once
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#include <map>
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#include <string>
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#include <glad/glad.h>
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#include "texture2d.h"
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#include "shader.h"
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// A static singleton ResourceManager class that hosts several
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// functions to load Textures and Shaders. Each loaded texture
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// and/or shader is also stored for future reference by string
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// handles. All functions and resources are static and no
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// public constructor is defined.
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class ResourceManager
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{
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public:
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// resource storage
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static std::map<std::string, Shader> Shaders;
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static std::map<std::string, Texture2D> Textures;
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// loads (and generates) a shader program from file loading vertex, fragment (and geometry) shader's source code. If gShaderFile is not nullptr, it also loads a geometry shader
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static Shader LoadShader(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile, std::string name);
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// retrieves a stored sader
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static Shader GetShader(std::string name);
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// loads (and generates) a texture from file
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static Texture2D LoadTexture(const char *file, bool alpha, std::string name);
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// retrieves a stored texture
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static Texture2D GetTexture(std::string name);
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// properly de-allocates all loaded resources
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static void Clear();
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private:
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// private constructor, that is we do not want any actual resource manager objects. Its members and functions should be publicly available (static).
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ResourceManager() { }
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// loads and generates a shader from file
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static Shader loadShaderFromFile(const char *vShaderFile, const char *fShaderFile, const char *gShaderFile = nullptr);
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// loads a single texture from file
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static Texture2D loadTextureFromFile(const char *file, bool alpha);
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};
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128
src/shader.cpp
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128
src/shader.cpp
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#include "shader.h"
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#include <iostream>
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Shader &Shader::Use()
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{
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glUseProgram(this->ID);
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return *this;
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}
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void Shader::Compile(const char* vertexSource, const char* fragmentSource, const char* geometrySource)
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{
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unsigned int sVertex, sFragment, gShader;
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// vertex Shader
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sVertex = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(sVertex, 1, &vertexSource, NULL);
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glCompileShader(sVertex);
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checkCompileErrors(sVertex, "VERTEX");
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// fragment Shader
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sFragment = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(sFragment, 1, &fragmentSource, NULL);
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glCompileShader(sFragment);
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checkCompileErrors(sFragment, "FRAGMENT");
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// if geometry shader source code is given, also compile geometry shader
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if (geometrySource != nullptr)
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{
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gShader = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(gShader, 1, &geometrySource, NULL);
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glCompileShader(gShader);
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checkCompileErrors(gShader, "GEOMETRY");
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}
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// shader program
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this->ID = glCreateProgram();
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glAttachShader(this->ID, sVertex);
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glAttachShader(this->ID, sFragment);
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if (geometrySource != nullptr)
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glAttachShader(this->ID, gShader);
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glLinkProgram(this->ID);
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checkCompileErrors(this->ID, "PROGRAM");
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// delete the shaders as they're linked into our program now and no longer necessary
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glDeleteShader(sVertex);
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glDeleteShader(sFragment);
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if (geometrySource != nullptr)
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glDeleteShader(gShader);
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}
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void Shader::SetFloat(const char *name, float value, bool useShader)
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{
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if (useShader)
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this->Use();
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glUniform1f(glGetUniformLocation(this->ID, name), value);
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}
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void Shader::SetInteger(const char *name, int value, bool useShader)
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{
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if (useShader)
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this->Use();
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glUniform1i(glGetUniformLocation(this->ID, name), value);
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}
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void Shader::SetVector2f(const char *name, float x, float y, bool useShader)
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{
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if (useShader)
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this->Use();
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glUniform2f(glGetUniformLocation(this->ID, name), x, y);
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}
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void Shader::SetVector2f(const char *name, const glm::vec2 &value, bool useShader)
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{
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if (useShader)
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this->Use();
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glUniform2f(glGetUniformLocation(this->ID, name), value.x, value.y);
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}
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||||
void Shader::SetVector3f(const char *name, float x, float y, float z, bool useShader)
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{
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if (useShader)
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this->Use();
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glUniform3f(glGetUniformLocation(this->ID, name), x, y, z);
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||||
}
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||||
void Shader::SetVector3f(const char *name, const glm::vec3 &value, bool useShader)
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||||
{
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||||
if (useShader)
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this->Use();
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||||
glUniform3f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z);
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||||
}
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||||
void Shader::SetVector4f(const char *name, float x, float y, float z, float w, bool useShader)
|
||||
{
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if (useShader)
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this->Use();
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glUniform4f(glGetUniformLocation(this->ID, name), x, y, z, w);
|
||||
}
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||||
void Shader::SetVector4f(const char *name, const glm::vec4 &value, bool useShader)
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||||
{
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if (useShader)
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this->Use();
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||||
glUniform4f(glGetUniformLocation(this->ID, name), value.x, value.y, value.z, value.w);
|
||||
}
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||||
void Shader::SetMatrix4(const char *name, const glm::mat4 &matrix, bool useShader)
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||||
{
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||||
if (useShader)
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this->Use();
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||||
glUniformMatrix4fv(glGetUniformLocation(this->ID, name), 1, false, glm::value_ptr(matrix));
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||||
}
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||||
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||||
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||||
void Shader::checkCompileErrors(unsigned int object, std::string type)
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{
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int success;
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char infoLog[1024];
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if (type != "PROGRAM")
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{
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||||
glGetShaderiv(object, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(object, 1024, NULL, infoLog);
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std::cout << "| ERROR::SHADER: Compile-time error: Type: " << type << "\n"
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<< infoLog << "\n -- --------------------------------------------------- -- "
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<< std::endl;
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||||
}
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||||
}
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||||
else
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{
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||||
glGetProgramiv(object, GL_LINK_STATUS, &success);
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||||
if (!success)
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{
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glGetProgramInfoLog(object, 1024, NULL, infoLog);
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||||
std::cout << "| ERROR::Shader: Link-time error: Type: " << type << "\n"
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||||
<< infoLog << "\n -- --------------------------------------------------- -- "
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||||
<< std::endl;
|
||||
}
|
||||
}
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||||
}
|
||||
33
src/shader.h
Normal file
33
src/shader.h
Normal file
@@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
|
||||
class Shader
|
||||
{
|
||||
public:
|
||||
// state
|
||||
unsigned int ID;
|
||||
// constructor
|
||||
Shader() { }
|
||||
// sets the current shader as active
|
||||
Shader &Use();
|
||||
// compiles the shader from given source code
|
||||
void Compile(const char *vertexSource, const char *fragmentSource, const char *geometrySource = nullptr); // note: geometry source code is optional
|
||||
// utility functions
|
||||
void SetFloat (const char *name, float value, bool useShader = false);
|
||||
void SetInteger (const char *name, int value, bool useShader = false);
|
||||
void SetVector2f (const char *name, float x, float y, bool useShader = false);
|
||||
void SetVector2f (const char *name, const glm::vec2 &value, bool useShader = false);
|
||||
void SetVector3f (const char *name, float x, float y, float z, bool useShader = false);
|
||||
void SetVector3f (const char *name, const glm::vec3 &value, bool useShader = false);
|
||||
void SetVector4f (const char *name, float x, float y, float z, float w, bool useShader = false);
|
||||
void SetVector4f (const char *name, const glm::vec4 &value, bool useShader = false);
|
||||
void SetMatrix4 (const char *name, const glm::mat4 &matrix, bool useShader = false);
|
||||
private:
|
||||
// checks if compilation or linking failed and if so, print the error logs
|
||||
void checkCompileErrors(unsigned int object, std::string type);
|
||||
};
|
||||
3
src/stb_image.cpp
Normal file
3
src/stb_image.cpp
Normal file
@@ -0,0 +1,3 @@
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
|
||||
7897
src/stb_image.h
Normal file
7897
src/stb_image.h
Normal file
File diff suppressed because it is too large
Load Diff
30
src/texture2d.cpp
Normal file
30
src/texture2d.cpp
Normal file
@@ -0,0 +1,30 @@
|
||||
#include "texture2d.h"
|
||||
#include <iostream>
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
27
src/texture2d.h
Normal file
27
src/texture2d.h
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
|
||||
// Texture2D is able to store and configure a texture in OpenGL.
|
||||
// It also hosts utility functions for easy management.
|
||||
class Texture2D
|
||||
{
|
||||
public:
|
||||
// holds the ID of the texture object, used for all texture operations to reference to this particlar texture
|
||||
unsigned int ID;
|
||||
// texture image dimensions
|
||||
unsigned int Width, Height; // width and height of loaded image in pixels
|
||||
// texture Format
|
||||
unsigned int Internal_Format; // format of texture object
|
||||
unsigned int Image_Format; // format of loaded image
|
||||
// texture configuration
|
||||
unsigned int Wrap_S; // wrapping mode on S axis
|
||||
unsigned int Wrap_T; // wrapping mode on T axis
|
||||
unsigned int Filter_Min; // filtering mode if texture pixels < screen pixels
|
||||
unsigned int Filter_Max; // filtering mode if texture pixels > screen pixels
|
||||
// constructor (sets default texture modes)
|
||||
Texture2D();
|
||||
// generates texture from image data
|
||||
void Generate(unsigned int width, unsigned int height, unsigned char* data);
|
||||
// binds the texture as the current active GL_TEXTURE_2D texture object
|
||||
void Bind() const;
|
||||
};
|
||||
Reference in New Issue
Block a user