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445 lines (445 loc) · 19.7 KB
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//#include <glad/glad.h>
//#include <GLFW/glfw3.h>
//#define STB_IMAGE_IMPLEMENTATION
//#include "stb_image.h"
//
//#include <glm/glm.hpp>
//#include <glm/gtc/matrix_transform.hpp>
//#include <glm/gtc/type_ptr.hpp>
//
//#include "shader_m.h"
//#include "camera.h"
//
//#include <iostream>
//
//// ========================================init (start)==========================================================
//#pragma region
//void framebuffer_size_callback(GLFWwindow* window, int width, int height);
//void mouse_callback(GLFWwindow* window, double xpos, double ypos);
//void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
//void processInput(GLFWwindow* window);
//unsigned int loadTexture(const char* path);
//
//// settings
//const unsigned int SCR_WIDTH = 800;
//const unsigned int SCR_HEIGHT = 600;
//
//// camera
//Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
//float lastX = SCR_WIDTH / 2.0f;
//float lastY = SCR_HEIGHT / 2.0f;
//bool firstMouse = true;
//
//// timing
//float deltaTime = 0.0f;
//float lastFrame = 0.0f;
//#pragma endregion
//// ========================================init (end) ===========================================================
//
//
//
//// lighting
//glm::vec3 lightPos(1.2f, 1.0f, 2.0f);
//
//int main()
//{
//
//// ========================================init window (start)==========================================================
//#pragma region
// // glfw: initialize and configure
// // ------------------------------
// glfwInit();
// glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
// glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
// glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//
//#ifdef __APPLE__
// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
//#endif
//
// // glfw window creation
// // --------------------
// GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
// if (window == NULL)
// {
// std::cout << "Failed to create GLFW window" << std::endl;
// glfwTerminate();
// return -1;
// }
// glfwMakeContextCurrent(window);
// glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
// glfwSetCursorPosCallback(window, mouse_callback);
// glfwSetScrollCallback(window, scroll_callback);
//
// // tell GLFW to capture our mouse
// glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
//
// // glad: load all OpenGL function pointers
// // ---------------------------------------
// if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
// {
// std::cout << "Failed to initialize GLAD" << std::endl;
// return -1;
// }
//
// // configure global opengl state
// // -----------------------------
// glEnable(GL_DEPTH_TEST);
//#pragma endregion
//// ========================================init window (end) ===========================================================
//
//
//
// // build and compile our shader zprogram
// // ------------------------------------
// Shader lightingShader("assets/shaders/multi_lights.vs", "assets/shaders/multi_lights.fs");
// //Shader lightCubeShader("assets/shaders/light_cube.vs", "assets/shaders/light_cube.fs");
// // set up vertex data (and buffer(s)) and configure vertex attributes
// // ------------------------------------------------------------------
// float vertices[] = {
// // positions // normals // texture coords
// -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
// 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
// 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
// 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
// -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
// -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
//
// -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
// 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
// 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
// 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
// -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
// -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
//
// -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
// -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
// -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
// -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
// -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
// -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
//
// 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
// 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
// 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
// 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
// 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
// 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
//
// -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
// 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
// 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
// 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
// -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
// -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
//
// -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
// 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
// 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
// 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
// -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
// -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
// };
// // positions all containers
// glm::vec3 cubePositions[] = {
// glm::vec3(0.0f, 0.0f, 0.0f),
// glm::vec3(2.0f, 5.0f, -15.0f),
// glm::vec3(-1.5f, -2.2f, -2.5f),
// glm::vec3(-3.8f, -2.0f, -12.3f),
// glm::vec3(2.4f, -0.4f, -3.5f),
// glm::vec3(-1.7f, 3.0f, -7.5f),
// glm::vec3(1.3f, -2.0f, -2.5f),
// glm::vec3(1.5f, 2.0f, -2.5f),
// glm::vec3(1.5f, 0.2f, -1.5f),
// glm::vec3(-1.3f, 1.0f, -1.5f)
// };
// // positions of the point lights
// glm::vec3 pointLightPositions[] = {
// glm::vec3(0.7f, 0.2f, 2.0f),
// glm::vec3(2.3f, -3.3f, -4.0f),
// glm::vec3(-4.0f, 2.0f, -12.0f),
// glm::vec3(0.0f, 0.0f, -3.0f)
// };
// // first, configure the cube's VAO (and VBO)
// unsigned int VBO, cubeVAO;
// glGenVertexArrays(1, &cubeVAO);
// glGenBuffers(1, &VBO);
//
// glBindBuffer(GL_ARRAY_BUFFER, VBO);
// glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
//
// glBindVertexArray(cubeVAO);
// glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
// glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
// glEnableVertexAttribArray(1);
// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
// glEnableVertexAttribArray(2);
//
// // second, configure the light's VAO (VBO stays the same; the vertices are the same for the light object which is also a 3D cube)
// //unsigned int lightCubeVAO;
// //glGenVertexArrays(1, &lightCubeVAO);
// //glBindVertexArray(lightCubeVAO);
//
// //glBindBuffer(GL_ARRAY_BUFFER, VBO);
// //// note that we update the lamp's position attribute's stride to reflect the updated buffer data
// //glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
// glEnableVertexAttribArray(0);
//
// // load textures (we now use a utility function to keep the code more organized)
// // -----------------------------------------------------------------------------
// unsigned int diffuseMap = loadTexture("assets/container.jpg");
// unsigned int specularMap = loadTexture("assets/awesomeface.png");
// // shader configuration
// // --------------------
// lightingShader.use();
// lightingShader.setInt("material.diffuse", 0);
// lightingShader.setInt("material.specular", 1);
//
//
// // render loop
// // -----------
// while (!glfwWindowShouldClose(window))
// {
// // per-frame time logic
// // --------------------
// float currentFrame = static_cast<float>(glfwGetTime());
// deltaTime = currentFrame - lastFrame;
// lastFrame = currentFrame;
//
// // input
// // -----
// processInput(window);
//
// // render
// // ------
// glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// // be sure to activate shader when setting uniforms/drawing objects
// lightingShader.use();
// lightingShader.setVec3("viewPos", camera.Position);
// lightingShader.setFloat("material.shininess", 32.0f);
//
// /*
// Here we set all the uniforms for the 5/6 types of lights we have. We have to set them manually and index
// the proper PointLight struct in the array to set each uniform variable. This can be done more code-friendly
// by defining light types as classes and set their values in there, or by using a more efficient uniform approach
// by using 'Uniform buffer objects', but that is something we'll discuss in the 'Advanced GLSL' tutorial.
// */
// // directional light
// lightingShader.setVec3("dirLight.direction", -0.2f, -1.0f, -0.3f);
// lightingShader.setVec3("dirLight.ambient", 0.05f, 0.05f, 0.05f);
// lightingShader.setVec3("dirLight.diffuse", 0.4f, 0.4f, 0.4f);
// lightingShader.setVec3("dirLight.specular", 0.5f, 0.5f, 0.5f);
// // point light 1
// lightingShader.setVec3("pointLights[0].position", pointLightPositions[0]);
// lightingShader.setVec3("pointLights[0].ambient", 0.05f, 0.05f, 0.05f);
// lightingShader.setVec3("pointLights[0].diffuse", 0.8f, 0.8f, 0.8f);
// lightingShader.setVec3("pointLights[0].specular", 1.0f, 1.0f, 1.0f);
// lightingShader.setFloat("pointLights[0].constant", 1.0f);
// lightingShader.setFloat("pointLights[0].linear", 0.09f);
// lightingShader.setFloat("pointLights[0].quadratic", 0.032f);
// // point light 2
// lightingShader.setVec3("pointLights[1].position", pointLightPositions[1]);
// lightingShader.setVec3("pointLights[1].ambient", 0.05f, 0.05f, 0.05f);
// lightingShader.setVec3("pointLights[1].diffuse", 0.8f, 0.8f, 0.8f);
// lightingShader.setVec3("pointLights[1].specular", 1.0f, 1.0f, 1.0f);
// lightingShader.setFloat("pointLights[1].constant", 1.0f);
// lightingShader.setFloat("pointLights[1].linear", 0.09f);
// lightingShader.setFloat("pointLights[1].quadratic", 0.032f);
// // point light 3
// lightingShader.setVec3("pointLights[2].position", pointLightPositions[2]);
// lightingShader.setVec3("pointLights[2].ambient", 0.05f, 0.05f, 0.05f);
// lightingShader.setVec3("pointLights[2].diffuse", 0.8f, 0.8f, 0.8f);
// lightingShader.setVec3("pointLights[2].specular", 1.0f, 1.0f, 1.0f);
// lightingShader.setFloat("pointLights[2].constant", 1.0f);
// lightingShader.setFloat("pointLights[2].linear", 0.09f);
// lightingShader.setFloat("pointLights[2].quadratic", 0.032f);
// // point light 4
// lightingShader.setVec3("pointLights[3].position", pointLightPositions[3]);
// lightingShader.setVec3("pointLights[3].ambient", 0.05f, 0.05f, 0.05f);
// lightingShader.setVec3("pointLights[3].diffuse", 0.8f, 0.8f, 0.8f);
// lightingShader.setVec3("pointLights[3].specular", 1.0f, 1.0f, 1.0f);
// lightingShader.setFloat("pointLights[3].constant", 1.0f);
// lightingShader.setFloat("pointLights[3].linear", 0.09f);
// lightingShader.setFloat("pointLights[3].quadratic", 0.032f);
// // spotLight
// lightingShader.setVec3("spotLight.position", camera.Position);
// lightingShader.setVec3("spotLight.direction", camera.Front);
// lightingShader.setVec3("spotLight.ambient", 0.0f, 0.0f, 0.0f);
// lightingShader.setVec3("spotLight.diffuse", 1.0f, 1.0f, 1.0f);
// lightingShader.setVec3("spotLight.specular", 1.0f, 1.0f, 1.0f);
// lightingShader.setFloat("spotLight.constant", 1.0f);
// lightingShader.setFloat("spotLight.linear", 0.09f);
// lightingShader.setFloat("spotLight.quadratic", 0.032f);
// lightingShader.setFloat("spotLight.cutOff", glm::cos(glm::radians(12.5f)));
// lightingShader.setFloat("spotLight.outerCutOff", glm::cos(glm::radians(15.0f)));
//
// // view/projection transformations
// glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
// glm::mat4 view = camera.GetViewMatrix();
// glm::mat4 model = glm::mat4(1.0f);
//
// // world transformation
// lightingShader.setMat4("projection", projection);
// lightingShader.setMat4("view", view);
// lightingShader.setMat4("model", model);
//
// // bind model diffuse map
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, diffuseMap);
// // bind specular map
// //glActiveTexture(GL_TEXTURE1);
// //glBindTexture(GL_TEXTURE_2D, specularMap);
//
// glBindVertexArray(cubeVAO);
// glm::mat4 model2 = glm::mat4(1.0f);
// model2 = glm::translate(model2, cubePositions[0]);
// float angle = 20.0f * 1;
// model2 = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
// lightingShader.setMat4("model", model2);
// glDrawArrays(GL_TRIANGLES, 0, 36);
//
// // render containers
// //glBindVertexArray(cubeVAO);
// //for (unsigned int i = 0; i < 10; i++)
// //{
// // // calculate the model matrix for each object and pass it to shader before drawing
// // glm::mat4 model = glm::mat4(1.0f);
// // model = glm::translate(model, cubePositions[i]);
// // float angle = 20.0f * i;
// // model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
// // lightingShader.setMat4("model", model);
// // glDrawArrays(GL_TRIANGLES, 0, 36);
// //}
//
// // also draw the lamp object(s)
// //lightCubeShader.use();
// //lightCubeShader.setMat4("projection", projection);
// //lightCubeShader.setMat4("view", view);
//
// // we now draw as many light bulbs as we have point lights.
// //glBindVertexArray(lightCubeVAO);
// //for (unsigned int i = 0; i < 4; i++)
// //{
// // model = glm::mat4(1.0f);
// // model = glm::translate(model, pointLightPositions[i]);
// // model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
// // lightCubeShader.setMat4("model", model);
// // glDrawArrays(GL_TRIANGLES, 0, 36);
// //}
//
//
// // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// // -------------------------------------------------------------------------------
// glfwSwapBuffers(window);
// glfwPollEvents();
// }
//
// // optional: de-allocate all resources once they've outlived their purpose:
// // ------------------------------------------------------------------------
// glDeleteVertexArrays(1, &cubeVAO);
// //glDeleteVertexArrays(1, &lightCubeVAO);
// glDeleteBuffers(1, &VBO);
//
// // glfw: terminate, clearing all previously allocated GLFW resources.
// // ------------------------------------------------------------------
// glfwTerminate();
// return 0;
//}
//
//// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
//// ---------------------------------------------------------------------------------------------------------
//void processInput(GLFWwindow* window)
//{
// if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
// glfwSetWindowShouldClose(window, true);
//
// if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
// camera.ProcessKeyboard(FORWARD, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
// camera.ProcessKeyboard(BACKWARD, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
// camera.ProcessKeyboard(LEFT, deltaTime);
// if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
// camera.ProcessKeyboard(RIGHT, deltaTime);
//}
//
//// glfw: whenever the window size changed (by OS or user resize) this callback function executes
//// ---------------------------------------------------------------------------------------------
//void framebuffer_size_callback(GLFWwindow* window, int width, int height)
//{
// // make sure the viewport matches the new window dimensions; note that width and
// // height will be significantly larger than specified on retina displays.
// glViewport(0, 0, width, height);
//}
//
//// glfw: whenever the mouse moves, this callback is called
//// -------------------------------------------------------
//void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
//{
// float xpos = static_cast<float>(xposIn);
// float ypos = static_cast<float>(yposIn);
//
// if (firstMouse)
// {
// lastX = xpos;
// lastY = ypos;
// firstMouse = false;
// }
//
// float xoffset = xpos - lastX;
// float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
//
// lastX = xpos;
// lastY = ypos;
//
// camera.ProcessMouseMovement(xoffset, yoffset);
//}
//
//// glfw: whenever the mouse scroll wheel scrolls, this callback is called
//// ----------------------------------------------------------------------
//void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
//{
// camera.ProcessMouseScroll(static_cast<float>(yoffset));
//}
//
//// utility function for loading a 2D texture from file
//// ---------------------------------------------------
//unsigned int loadTexture(char const* path)
//{
// unsigned int textureID;
// glGenTextures(1, &textureID);
//
// int width, height, nrComponents;
// unsigned char* data = stbi_load(path, &width, &height, &nrComponents, 0);
// if (data)
// {
// GLenum format;
// if (nrComponents == 1)
// format = GL_RED;
// else if (nrComponents == 3)
// format = GL_RGB;
// else if (nrComponents == 4)
// format = GL_RGBA;
//
// glBindTexture(GL_TEXTURE_2D, textureID);
// glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
// glGenerateMipmap(GL_TEXTURE_2D);
//
// 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_LINEAR_MIPMAP_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//
// stbi_image_free(data);
// }
// else
// {
// std::cout << "Texture failed to load at path: " << path << std::endl;
// stbi_image_free(data);
// }
//
// return textureID;
//}