#ifndef TEXTURE_H #define TEXTURE_H #include #include #include > #include class Texture { public: unsigned int ID; Texture() { ID = -1; } Texture(const char* path) { glGenTextures(1, &ID); glBindTexture(GL_TEXTURE_2D, ID); 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_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int width, height, nrChannels; unsigned char *data = stbi_load(path, &width, &height, &nrChannels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { std::cout << "Failed to load texture" << std::endl; } stbi_image_free(data); } void activate(int id) { glActiveTexture(GL_TEXTURE0 + id); glBindTexture(GL_TEXTURE_2D, ID); } }; #endif