added the readme
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@@ -0,0 +1,66 @@
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#ifndef CUBEMAP_CLASS
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#define CUBEMAP_CLASS
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#include <vector>
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#include "stb_image.h"
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#include <glad/glad.h>
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#include "shaderClass.h"
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class Cubemap {
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public:
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GLuint ID;
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Cubemap() {
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};
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Cubemap(std::vector<std::string>& faces) {
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FillCubemap(faces);
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};
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void FillCubemap(std::vector<std::string>& faces) {
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if (ID != 0) {
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Delete();
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}
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glGenTextures(1, &ID);
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glBindTexture(GL_TEXTURE_CUBE_MAP, ID);
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int width, height, nrChannels;
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for (unsigned int i = 0; i < faces.size(); i++)
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{
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unsigned char* data = stbi_load(faces[i].c_str(), &width, &height, &nrChannels, 0);
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if (data)
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{
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
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0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data
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);
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stbi_image_free(data);
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}
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else
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{
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std::cout << "Cubemap tex failed to load at path: " << faces[i] << std::endl;
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stbi_image_free(data);
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}
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}
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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}
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void Bind() {
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glBindTexture(GL_TEXTURE_CUBE_MAP, ID);
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};
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void Unbind() {
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glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
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};
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void Delete() {
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glDeleteTextures(1, &ID);
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};
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};
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#endif
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