#include "client/rendering/wrapper/Texture.h"

Texture::Texture() : texture(0) {
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}

Texture::~Texture() {
    glDeleteTextures(1, &texture);
}

void Texture::setRGBAData(int width, int height, const u32* data) {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
}

void Texture::setRGBFloatData(int width, int height, const float* data) {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, width, height, 0, GL_RGB, GL_FLOAT, data);
}

void Texture::bind(uint index) const {
    glActiveTexture(GL_TEXTURE0 + index);
    glBindTexture(GL_TEXTURE_2D, texture);
}