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#include "Texture.h"
namespace AsuraEngine
{
namespace Graphics
{
Texture::Texture()
: mTex(0)
{
// GL texture
glGenTextures(1, &mTex);
}
Texture::~Texture()
{
glDeleteTextures(1, &mTex);
}
GLuint Texture::GetGLTextureHandle() const
{
return mTex;
}
TextureFormat Texture::ConvertColorFormat(const ColorFormat& colorformat)
{
TextureFormat t;
switch (colorformat)
{
case COLOR_FORMAT_RGBA8:
t.internalformat = GL_RGBA8;
t.externalformat = GL_RGBA;
t.type = GL_UNSIGNED_BYTE;
break;
case COLOR_FORMAT_RGBA32F:
t.internalformat = GL_RGBA32F;
t.externalformat = GL_RGBA;
t.type = GL_FLOAT;
break;
}
return t;
}
}
}
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