#include "texture.h" #include "util/util.h" #include #include texture_t* Texture_Create( const char* path ) { texture_t* texture = (texture_t*) malloc( sizeof(texture_t) ); SDL_Surface* data = IMG_Load(path); if(data == NULL) Util_FatalError("Texture could not be found!\n"); glGenTextures(1, &texture->ID); glBindTexture(GL_TEXTURE_2D, texture->ID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, data->w, data->h, GL_FALSE, GL_RGBA, GL_UNSIGNED_BYTE, data->pixels); 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); SDL_FreeSurface(data); glBindTexture(GL_TEXTURE_2D, 0); texture->width = data->w; texture->height = data->h; return texture; } void Texture_Bind(texture_t* texture) { glBindTexture(GL_TEXTURE_2D, texture->ID); } void Texture_Unbind() { glBindTexture(GL_TEXTURE_2D, 0); } void Texture_Destroy(texture_t* texture) { glDeleteTextures(1, &texture->ID); free(texture); }