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texture2d.cpp
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texture2d.cpp
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class texture2d{
private:
GLuint texture;
GLenum minFilter;
GLenum magFilter;
GLenum wrapType;
GLenum bufferFormat;
public:
texture2d(bitmap textureSource){
minFilter = GL_NEAREST;
magFilter = GL_NEAREST;
wrapType = GL_REPEAT; //GL_CLAMP_TO_BORDER
bufferFormat = GL_BGR;
glGenTextures(1, &texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
// Configures the way the texture repeats (if it does at all)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D
(
GL_TEXTURE_2D,
0,
GL_RGBA,
textureSource.getWidth(),
textureSource.getheight(),
0,
bufferFormat,
GL_UNSIGNED_BYTE,
textureSource.getBytes()
);
}
void bind(){
glBindTexture(GL_TEXTURE_2D, texture);
}
void Delete(){
glDeleteTextures(1, &texture);
}
};