#include "wrapper/Texture.h" Texture::Texture(const TextureFormat& format) : format(format), texture(0) { glGenTextures(1, &texture); setNearestFilter(); setRepeatWrap(); } Texture::~Texture() { glDeleteTextures(1, &texture); } void Texture::setFilter(GLint param) { bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, param); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, param); } void Texture::setNearestFilter() { setFilter(GL_NEAREST); } void Texture::setLinearFilter() { setFilter(GL_LINEAR); } void Texture::setWrap(GLint param) { bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, param); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, param); } void Texture::setRepeatWrap() { setWrap(GL_REPEAT); } void Texture::setClampWrap() { setWrap(GL_CLAMP_TO_EDGE); } void Texture::setData(int width, int height, const void* data) { glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, format.internalformat, width, height, 0, format.format, format.type, data); } void Texture::bind() const { glBindTexture(GL_TEXTURE_2D, texture); } void Texture::bindTo(int index) const { glActiveTexture(GL_TEXTURE0 + index); bind(); }