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#include "texture.h"
#include "util/util.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
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);
}
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