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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(TextureSetting setting, ImageData* imgData)
	: NativeClass<Texture>()
{
	Init(setting, imgData);
	// force not keep imgData
	m_KeepPixelData = false;
}

Texture::Texture(LuaBind::VM* vm, TextureSetting setting, ImageData* imgData)
    : NativeClass<Texture>(vm)
{
	Init(setting, imgData);
    // keep image data ? 
	if (m_KeepPixelData)
	{
		LuaBind::State state = vm->GetCurThread();
		imgData->PushUserdata(state);
		SetMemberRef(state, m_ImageData, -1);
		state.Pop(1);
	}
}

void Texture::Init(TextureSetting setting, ImageData* imgData)
{
	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);
	);
}

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