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2026-06-08 17:07:34 -04:00

66 lines
1.7 KiB
C++

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