Код: Выделить всё
class Material {
public:
Material(const char* filename) {
int width, height, channels;
unsigned char* data = stbi_load(filename, &width, &height, &channels, STBI_rgb_alpha);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
}
~Material() { release(); }
Material(const Material &) = delete;
Material &operator=(const Material &) = delete;
Material(Material &&other) : texture(other.texture) {
other.texture = 0;
}
Material &operator=(Material &&other) {
if(this != &other) {
release();
std::swap(texture, other.texture);
}
}
GLuint texture = 0;
private:
void release() {
glDeleteTextures(1, &texture);
texture = 0;
}
};
Код: Выделить всё
class SRender {
public:
Material* mat = new Material("01.png");
void drawRect () const;
};
float vertex[] = {0,0,0, 0,1,0, 1,1,0, 1,0,0};
float texCord[] = {0,0, 0,1, 1,1, 1,0};
void SRender::drawRect() const {
//Material* mat2 = new Material("01.png");
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mat->texture);
glColor3f(1, 1, 1);
glPushMatrix();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertex);
glTexCoordPointer(2, GL_FLOAT, 0, texCord);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glPopMatrix();
}
Код: Выделить всё
int WINAPI WinMain(...)
{
SRender render;
/// Code
while (!bQuit)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
render.drawRect();
glPopMatrix();
SwapBuffers(hDC);
Sleep(1);
}
}
Подробнее здесь: https://stackoverflow.com/questions/791 ... aw-command