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#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);
}
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