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path: root/Runtime/Graphics/Texture.cpp
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#include "ImageData.h"
#include "Texture.h"

using namespace LuaBind;

Texture::Texture(LuaBind::VM* vm, TextureSetting setting, ImageData* imgData)
    : NativeClass<Texture>(vm)
{
    m_Width = imgData->width;
    m_Height = imgData->height;
    m_Type = setting.type;
    m_Format = setting.format;
    m_WrapMode = setting.wrapMode;
    m_FilterMode = setting.filterMode;
    m_KeepPixelData = setting.keepImageData;

    glGenTextures(1, &m_GPUID);
    glBindTexture(GL_TEXTURE_2D, m_GPUID);

	CheckGLError(
		glDeleteTextures(1, &m_GPUID);
		glBindTexture(GL_TEXTURE_2D, 0);
		throw TextureException(error);
	);
    
    switch (m_WrapMode) {
        case ETextureWrapMode::Clamp:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);	
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
            break;
        case ETextureWrapMode::Repeat:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);	
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
            break;
        case ETextureWrapMode::Mirror:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
            break;
        default:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
            break;
    }

	CheckGLError(
		glDeleteTextures(1, &m_GPUID);
		glBindTexture(GL_TEXTURE_2D, 0);
		throw TextureException(error);
	);

    switch (m_FilterMode) {
        case ETextureFilterMode::Linear:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            break;
        case ETextureFilterMode::Nearest:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
            break;
        default:
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            break;
    }

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, imgData->width, imgData->height, 0, GL_RGB, GL_UNSIGNED_BYTE, imgData->pixels);

	CheckGLError(
		glDeleteTextures(1, &m_GPUID);
		glBindTexture(GL_TEXTURE_2D, 0);
		throw TextureException(error);
	);

    // keep image data ? 
    if (m_KeepPixelData)
    {
        LuaBind::State state = vm->GetCurThread();
        imgData->PushUserdata(state);
        SetMemberRef(state, m_ImageData, -1);
        state.Pop(1);
    }
}

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