#include "wrapper/Texture.h"

Texture::Texture(Mode mode) : texture(0) {
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    switch(mode) {
        case NEAREST:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            break;
        case LINEAR:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            break;
    }
    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::setColorData(int width, int height, const Color4* data) {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
}

void Texture::setColorData(int width, int height, const Color3* data) {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
}

void Texture::setColorData(int width, int height, const Color2* data) {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, width, height, 0, GL_RG, GL_UNSIGNED_BYTE, data);
}

void Texture::setColorData(int width, int height, const Color1* data) {
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, 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(int index) const {
    glActiveTexture(GL_TEXTURE0 + index);
    glBindTexture(GL_TEXTURE_2D, texture);
}