Initial Commit

This commit is contained in:
2024-02-23 02:44:00 -05:00
commit a364996078
12 changed files with 692 additions and 0 deletions

77
CMakeLists.txt Normal file
View File

@@ -0,0 +1,77 @@
cmake_minimum_required(VERSION 3.27)
project(LearnOpenGL
VERSION 1.0
LANGUAGES CXX
)
if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
message(FATAL_ERROR "In-source builds are not allowed!")
endif()
set(CMAKE_CXX_STANDARD 20)
if (WIN32)
set(CMAKE_CXX_FLAGS "-municode")
endif()
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}")
# Enable Package Manager
include(cmake/CPM.cmake)
CPMAddPackage(
NAME J3ML
URL https://git.redacted.cc/josh/j3ml/archive/Prerelease-18.zip
)
CPMAddPackage(
NAME GLAD
URL https://git.redacted.cc/Redacted/glad/archive/v2.1.zip
)
#https://github.com/assimp/assimp/blob/master/LICENSE
CPMAddPackage(
NAME ASSIMP
URL https://github.com/assimp/assimp/archive/refs/tags/v5.3.1.zip
)
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.18.zip
)
find_package(OpenGL REQUIRED)
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp")
# TODO: Wrangle target_include_directories
include_directories(${PROJECT_SOURCE_DIR}/include)
add_library(LearnOpenGL SHARED ${SOURCES}
include/LearnOpenGL/LearnOpenGL.h
src/LearnOpenGL/LearnOpenGL.cpp
)
target_include_directories(LearnOpenGL PUBLIC ${J3ML_SOURCE_DIR}/include)
target_include_directories(LearnOpenGL PUBLIC ${glad_SOURCE_DIR}/include)
target_include_directories(LearnOpenGL PUBLIC ${ASSIMP_SOURCE_DIR}/include)
target_link_libraries(LearnOpenGL PUBLIC J3ML)
target_link_libraries(LearnOpenGL PUBLIC GL)
target_link_libraries(LearnOpenGL PUBLIC glad)
target_link_libraries(LearnOpenGL PUBLIC assimp)
set_target_properties(LearnOpenGL PROPERTIES LINKER_LANGUAGE CXX)
add_executable(LearnOpenGLDemo main.cpp)
target_include_directories(LearnOpenGLDemo PRIVATE ${ReWindow_SOURCE_DIR}/include)
target_link_libraries(LearnOpenGLDemo PRIVATE ReWindowLibrary)
target_link_libraries(LearnOpenGLDemo PUBLIC LearnOpenGL)

24
README.md Normal file
View File

@@ -0,0 +1,24 @@
# LearnOpenGL::
A collection of OpenGL Utilities.
Several of these resources have been taken from https://learnopengl.com along with other resources (list below), plus a few of my own additions and refactoring.
### Classes
* Mesh
* Model
* Shader
* Texture2D
### Functions
###
## Notes
By the way, I'm the kind of asshole that rolls his own 3D Math library instead of using glm like a sane person.
WTF Why?
1. It's my project
2. Feel free to add conditional glm support

24
cmake/CPM.cmake Normal file
View File

@@ -0,0 +1,24 @@
# SPDX-License-Identifier: MIT
#
# SPDX-FileCopyrightText: Copyright (c) 2019-2023 Lars Melchior and contributors
set(CPM_DOWNLOAD_VERSION 0.38.7)
set(CPM_HASH_SUM "83e5eb71b2bbb8b1f2ad38f1950287a057624e385c238f6087f94cdfc44af9c5")
if(CPM_SOURCE_CACHE)
set(CPM_DOWNLOAD_LOCATION "${CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
elseif(DEFINED ENV{CPM_SOURCE_CACHE})
set(CPM_DOWNLOAD_LOCATION "$ENV{CPM_SOURCE_CACHE}/cpm/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
else()
set(CPM_DOWNLOAD_LOCATION "${CMAKE_BINARY_DIR}/cmake/CPM_${CPM_DOWNLOAD_VERSION}.cmake")
endif()
# Expand relative path. This is important if the provided path contains a tilde (~)
get_filename_component(CPM_DOWNLOAD_LOCATION ${CPM_DOWNLOAD_LOCATION} ABSOLUTE)
file(DOWNLOAD
https://github.com/cpm-cmake/CPM.cmake/releases/download/v${CPM_DOWNLOAD_VERSION}/CPM.cmake
${CPM_DOWNLOAD_LOCATION} EXPECTED_HASH SHA256=${CPM_HASH_SUM}
)
include(${CPM_DOWNLOAD_LOCATION})

View File

@@ -0,0 +1,8 @@
//
// Created by dawsh on 2/22/24.
//
#ifndef LEARNOPENGL_LEARNOPENGL_H
#define LEARNOPENGL_LEARNOPENGL_H
#endif //LEARNOPENGL_LEARNOPENGL_H

148
include/LearnOpenGL/Mesh.h Normal file
View File

@@ -0,0 +1,148 @@
/// @file Mesh.h
/// @description
/// @author LearnOpenGL - Updated Josh O'Leary
/// @lastedit 2024-02-22
// Original Source:
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/mesh.h
#pragma once
//#include <glad/glad.h>
#include <glad/glad.h>
#include <J3ML/LinearAlgebra/Vector3.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <string>
#include <vector>
#include "Shader.h"
using J3ML::LinearAlgebra::Vector2;
using J3ML::LinearAlgebra::Vector3;
using J3ML::u32;
constexpr int MAX_BONE_INFLUENCE = 4;
namespace LearnOpenGL
{
struct Vertex
{
Vector3 Position;
Vector3 Normal;
Vector2 TexCoords;
Vector3 Tangent;
Vector3 BiTangent;
int BoneIDs[MAX_BONE_INFLUENCE];
float BoneWeights[MAX_BONE_INFLUENCE];
};
// Different from Texture2D in purpose
class Mesh {
public:
std::vector<Vertex> vertices;
std::vector<uint> indices;
std::vector<Texture2D> textures;
uint VAO;
Mesh(std::vector<Vertex> verts, std::vector<uint> indices, std::vector<Texture2D> textures)
{
this->vertices = verts;
this->indices = indices;
this->textures = textures;
setupMesh();
}
void Draw(Shader &shader)
{
uint diffuse = 1;
uint specular = 1;
uint normal = 1;
uint height = 1;
for (uint i = 0; i < textures.size(); i++)
{
// activate proper texture unit before binding
glActiveTexture(GL_TEXTURE0 + i);
// retrieve texture number (the N in diffuse_textureN)
std::string number;
std::string name = textures[i].Type;
if (name == "texture_diffuse")
number = std::to_string(diffuse++);
else if (name == "texture_specular")
number = std::to_string(specular++);
else if (name == "texture_normal")
number = std::to_string(normal++);
else if (name == "texture_height")
number = std::to_string(height++);
// now set the sampler to the correct texture unit
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].ID);
}
// draw mesh
//glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<uint>(indices.size()), GL_UNSIGNED_INT, 0);
//glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
private:
// render data
unsigned int VBO, EBO;
// initializes all the buffer objects/arrays
void setupMesh()
{
//glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
//glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// A great thing about structs is that their memory layout is sequential for all member items
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/vec2 array
// which again translates to 3/2 floats which translates to a byte array
// Except we use J3ML instead of glm, but the concept applies nonetheless
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint), &indices[0], GL_STATIC_DRAW);
// set the vertex attribute pointers
// vertex positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BiTangent));
// ids
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_INT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BoneIDs));
// weights
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, BoneWeights));
//glBindVertexArray(0);
}
};
}

View File

@@ -0,0 +1,54 @@
/// @file Model.h
/// @description
/// @author learnopengl.com - Updated by Josh
/// @lastedit 2024-02-22
/// @license Unlicense - Public Domain
#pragma once
#include <cstdlib>
#include <glad/glad.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include <vector>
#include <LearnOpenGL/Mesh.h>
#include <LearnOpenGL/Shader.h>
namespace LearnOpenGL
{
uint TextureFromFile(const char *path, const std::string& directory, bool gamma = false);
class Model
{
public:
// model data
std::vector<LearnOpenGL::Texture2D> textures_loaded; // Stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once
std::vector<LearnOpenGL::Mesh> meshes;
std::string directory;
bool gammaCorrection;
// Expects a filepath to a 3D model
Model(const std::string& path, bool gamma = false) : gammaCorrection(gamma)
{
loadModel(path);
}
// Draws the model, and this all its meshes
void Draw(Shader& shader)
{
for(auto& mesh : meshes)
mesh.Draw(shader);
}
protected:
private:
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector
void loadModel(const std::string& path)
{
// read file via ASSIMP
Assimp::Importer importer;
}
};
}

View File

@@ -0,0 +1,58 @@
#pragma once
// LearnOpenGL::Shader
// OpenGL Shader Class Wrapper
// Updated by dawsh
// https://learnopengl.com/code_viewer_gh.php?code=includes/learnopengl/shader.h
#include <filesystem>
#include <string>
#include <iostream>
#include <fstream>
#include <glad/glad.h>
#include <J3ML/LinearAlgebra/Vector2.h>
#include <J3ML/LinearAlgebra/Vector3.h>
#include <J3ML/LinearAlgebra/Vector4.h>
#include <J3ML/LinearAlgebra/Matrix2x2.h>
#include <J3ML/LinearAlgebra/Matrix3x3.h>
#include <J3ML/LinearAlgebra/Matrix4x4.h>
namespace LearnOpenGL {
using J3ML::LinearAlgebra::Vector2;
using J3ML::LinearAlgebra::Vector3;
using J3ML::LinearAlgebra::Vector4;
using J3ML::LinearAlgebra::Matrix2x2;
using J3ML::LinearAlgebra::Matrix3x3;
using J3ML::LinearAlgebra::Matrix4x4;
class Shader
{
public:
unsigned int ID{};
Shader();
Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath);
Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc);
void use();
// Utility uniform functions
void setBool(const std::string& name, bool value) const;
void setInt(const std::string& name, int value) const;
void setFloat(const std::string& name, float value) const;
void setVec2(const std::string& name, const Vector2& value) const;
void setVec2(const std::string& name, float x, float y) const;
void setVec3(const std::string& name, const Vector3& value) const;
void setVec3(const std::string& name, float x, float y, float z) const;
void setVec4(const std::string& name, const Vector4& value) const;
void setVec4(const std::string& name, float x, float y, float z, float w) const;
void setMat2(const std::string& name, const Matrix2x2 &mat) const;
void setMat3(const std::string& name, const Matrix3x3 &mat) const;
void setMat4(const std::string& name, const Matrix4x4 &mat) const;
GLint getAttribute(const std::string& name) const;
GLint getUniform(const std::string& name) const;
private:
void checkCompileErrors(GLuint shader, std::string type);
};
}

View File

@@ -0,0 +1,28 @@
#pragma once
#include <string>
namespace LearnOpenGL {
// Texture2D is able to store and configure a texture in OpenGL
// It also hosts utility functions for easy management.
class Texture2D {
public:
unsigned int ID; // ID of the texture object
unsigned int Width, Height;
unsigned int InternalFormat;
unsigned int ImageFormat;
unsigned int WrapS;
unsigned int WrapT;
unsigned int Filter_Min;
unsigned int Filter_Max;
std::string Type;
std::string Path;
Texture2D();
void Generate(unsigned int width, unsigned int height, unsigned char *data);
void Bind() const;
};
}

29
main.cpp Normal file
View File

@@ -0,0 +1,29 @@
#include <iostream>
#include <LearnOpenGL/Texture2D.h>
#include <LearnOpenGL/Shader.h>
#include <LearnOpenGL/Mesh.h>
#include <LearnOpenGL/Model.h>
#include <rewindow/types/window.h>
class LearnOpenGLDemoWindow : public ReWindow::RWindow
{
public:
LearnOpenGLDemoWindow() : ReWindow::RWindow("LearnOpenGL Window", 1000, 600, RenderingAPI::OPENGL)
{
}
};
int main() {
std::cout << "OpenGL Utility Classes" << std::endl;
auto window = new LearnOpenGLDemoWindow();
window->Open();
gladLoadGL();
LearnOpenGL::Texture2D testTexture;
return 0;
}

View File

@@ -0,0 +1 @@
#include <LearnOpenGL/LearnOpenGL.h>

205
src/LearnOpenGL/Shader.cpp Normal file
View File

@@ -0,0 +1,205 @@
#include <LearnOpenGL/Shader.h>
namespace LearnOpenGL
{
Shader::Shader(std::filesystem::path vertexProgramPath, std::filesystem::path fragmentProgramPath) {
std::string vertexCode;
std::string fragmentCode;
std::string geometryCode;
std::ifstream vShaderFile;
std::ifstream fShaderFile;
std::ifstream gShaderFile;
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
try { // Open Files
vShaderFile.open(vertexProgramPath);
fShaderFile.open(fragmentProgramPath);
std::stringstream vShaderStream, fShaderStream;
// read file's buffer contents into streams
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
// close file handlers
vShaderFile.close();
fShaderFile.close();
// convert stream into string
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
if (false)
{
gShaderFile.open("");
std::stringstream gShaderStream;
gShaderStream << gShaderFile.rdbuf();
gShaderFile.close();
geometryCode = gShaderStream.str();
}
} catch (std::ifstream::failure& e) {
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESSFULLY_READ: " << e.what() << std::endl;
}
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if (false)
{
//const char * gShaderCode = geometryCode.c_str();
//geometry = glCreateShader(GL_GEOMETRY_SHADER);
//glShaderSource(geometry, 1, &gShaderCode, NULL);
//glCompileShader(geometry);
//checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if (false) // geometryPath != nullptr)
glAttachShader(ID, geometry);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and are no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if (false) //geometryPath != nullptr)
glDeleteShader(geometry);
}
Shader::Shader(std::string vertexProgramSrc, std::string fragmentProgramSrc) {
std::string geometryCode;
const char* vShaderCode = vertexProgramSrc.c_str();
const char* fShaderCode = fragmentProgramSrc.c_str();
// 2. Compile shaders
unsigned int vertex, fragment;
// vertex shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, NULL);
glCompileShader(vertex);
checkCompileErrors(vertex, "VERTEX");
// fragment shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, NULL);
glCompileShader(fragment);
checkCompileErrors(fragment, "FRAGMENT");
// if geometry shader is given, compile geometry shader
unsigned int geometry;
if (false)
{
//const char * gShaderCode = geometryCode.c_str();
//geometry = glCreateShader(GL_GEOMETRY_SHADER);
//glShaderSource(geometry, 1, &gShaderCode, NULL);
//glCompileShader(geometry);
//checkCompileErrors(geometry, "GEOMETRY");
}
// shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
if (false) // geometryPath != nullptr)
glAttachShader(ID, geometry);
glLinkProgram(ID);
checkCompileErrors(ID, "PROGRAM");
// delete the shaders as they're linked into our program now and are no longer necessary
glDeleteShader(vertex);
glDeleteShader(fragment);
if (false) //geometryPath != nullptr)
glDeleteShader(geometry);
}
void Shader::use() {
glUseProgram(ID);
}
GLint Shader::getAttribute(const std::string& name) const
{
return glGetAttribLocation(ID, name.c_str());
}
GLint Shader::getUniform(const std::string &name) const {
return glGetUniformLocation(ID, name.c_str());
}
void Shader::setBool(const std::string &name, bool value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}
void Shader::setInt(const std::string &name, int value) const {
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setFloat(const std::string &name, float value) const {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
void Shader::setVec2(const std::string &name, const Vector2 &value) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), value.x, value.y);
}
void Shader::setVec2(const std::string &name, float x, float y) const {
glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}
void Shader::setVec3(const std::string &name, const Vector3 &value) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z);
}
void Shader::setVec3(const std::string &name, float x, float y, float z) const {
glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}
void Shader::setVec4(const std::string &name, const Vector4 &value) const {
glUniform4f(glGetUniformLocation(ID, name.c_str()), value.x, value.y, value.z, value.w);
}
void Shader::setVec4(const std::string &name, float x, float y, float z, float w) const {
glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
}
void Shader::setMat2(const std::string &name, const Matrix2x2 &mat) const {
//glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::setMat3(const std::string &name, const Matrix3x3 &mat) const {
//glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::setMat4(const std::string &name, const Matrix4x4 &mat) const {
//glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat.At(0, 0));
}
void Shader::checkCompileErrors(GLuint shader, std::string type) {
GLint success;
GLchar infoLog[1024];
if (type != "PROGRAM") {
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << std::endl;
}
} else {
glGetProgramiv(shader, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(shader, 1024, NULL, infoLog);
std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << std::endl;
}
}
}
Shader::Shader() {}
}

View File

@@ -0,0 +1,36 @@
#include <LearnOpenGL/Texture2D.h>
#include <glad/glad.h>
#include <GL/glut.h>
namespace LearnOpenGL
{
Texture2D::Texture2D()
: Width(0), Height(0), InternalFormat(GL_RGB), ImageFormat(GL_RGB), WrapS(GL_REPEAT), WrapT(GL_REPEAT),
Filter_Min(GL_LINEAR), Filter_Max(GL_LINEAR) {
glGenTextures(1, &this->ID);
}
void Texture2D::Generate(unsigned int width, unsigned int height, unsigned char *data) {
this->Width = width;
this->Height = height;
glBindTexture(GL_TEXTURE_2D, this->ID);
glTexImage2D(GL_TEXTURE_2D, 0, this->InternalFormat, width, height, 0, this->ImageFormat, GL_UNSIGNED_BYTE,
data);
// set TextureHandle wrap and filter modes
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->WrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->WrapT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->Filter_Min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->Filter_Max);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture2D::Bind() const
{
glBindTexture(GL_TEXTURE_2D, this->ID);
}
}