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Diffstat (limited to '08-august/src/texture.c')
-rw-r--r--08-august/src/texture.c71
1 files changed, 71 insertions, 0 deletions
diff --git a/08-august/src/texture.c b/08-august/src/texture.c
new file mode 100644
index 0000000..d1b70d9
--- /dev/null
+++ b/08-august/src/texture.c
@@ -0,0 +1,71 @@
+#include "texture.h"
+#include "util/util.h"
+
+#include <SDL2/SDL.h>
+#include <SDL2/SDL_image.h>
+
+GLuint Texture_Create2D( const char *path )
+{
+ GLuint ID;
+ SDL_Surface *data = IMG_Load(path);
+ if(data == NULL)
+ Util_FatalError("Texture %s could not be found!\n", path);
+
+ glGenTextures(1, &ID);
+ glBindTexture(GL_TEXTURE_2D, ID);
+
+ SDL_LockSurface(data);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, data->w, data->h, GL_FALSE, GL_RGBA, GL_UNSIGNED_BYTE, data->pixels);
+ SDL_UnlockSurface(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_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -2.4);
+
+ SDL_FreeSurface(data);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ return ID;
+}
+
+GLuint Texture_CreateCubeMap( const char *paths[6] )
+{
+ GLuint ID;
+ glGenTextures(1, &ID);
+ glBindTexture(GL_TEXTURE_CUBE_MAP, ID);
+
+ SDL_Surface *data;
+
+ int i;
+ for(i = 0; i < 6; i++)
+ {
+ data = IMG_Load(paths[i]);
+
+ if(data == NULL)
+ Util_FatalError("Texture %s could not be found!\n", paths[i]);
+
+ SDL_LockSurface(data);
+
+ /* All the textures sides are linearly stored so we just add "i" */
+ glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA,
+ data->w, data->h, GL_FALSE, GL_RGBA, GL_UNSIGNED_BYTE, data->pixels);
+
+ SDL_UnlockSurface(data);
+
+ SDL_FreeSurface(data);
+ }
+
+ 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_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ return ID;
+}
+
+void Texture_Destroy(GLuint ID)
+{
+ glDeleteTextures(1, &ID);
+}