Added textures comp
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#pragma once
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#include <string>
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#include <glad/glad.h>
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class Texture
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{
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public:
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Texture() = default;
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Texture(std::string path) { load(path); };
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void bind(int slot);
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void load(std::string path);
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void clear();
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private:
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GLuint id = 0;
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};
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#include "texture.h"
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#include "stb_image/stb_image.h"
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#include <fstream>
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#include <iostream>
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void Texture::bind(int slot)
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{
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glBindTexture(GL_TEXTURE_2D, id);
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glActiveTexture(GL_TEXTURE0 + slot);
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}
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void Texture::load(std::string path)
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{
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std::ifstream f(path, std::ios::binary);
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if (!f.is_open())
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{
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throw(std::string( "err loading ") + path + "\n");
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}
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//most vexing parse here yay love cpp
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std::string ret{ std::istreambuf_iterator<char>(f), std::istreambuf_iterator<char>() };
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stbi_set_flip_vertically_on_load(true);
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int width = 0;
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int height = 0;
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int channels = 0;
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const unsigned char *decodedImage = stbi_load_from_memory((unsigned char*)ret.c_str(),
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ret.size(), &width, &height, &channels, 4);
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glGenTextures(1, &id);
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glBindTexture(GL_TEXTURE_2D, id);
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glActiveTexture(GL_TEXTURE0);
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//minecraft is a pixel game so free optimizations, no bilinear filtey yay
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, decodedImage);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 4);
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this->id = id;
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stbi_image_free((void*)decodedImage);
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}
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void Texture::clear()
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{
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glDeleteTextures(1, &id);
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id = 0;
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}
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