#include "texture.h" #include void Texture::load_image(const char* file_name, const int format, const int internal_components) { if (image) { SDL_FreeSurface(image); glDeleteTextures(1, &texture); } image = SDL_LoadBMP(file_name); if (!image) { printf("Couldn't load %s.\n", file_name); } else { glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, internal_components, image->w, image->h, 0, format, GL_UNSIGNED_BYTE, image->pixels); apply_filer(); } } void Texture::apply_filer() { GLint param = GL_NEAREST; if (filter == TEXTURE_FILTER_LINEAR) param = GL_LINEAR; glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, param); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, param); } Texture::Texture() { filter = TEXTURE_FILTER_NEAREST; texture = 0; image = nullptr; } Texture::~Texture() { if (image) { SDL_FreeSurface(image); glDeleteTextures(1, &texture); } }