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#include "texture.h"
#include "util/util.h"

#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>

GLuint Texture_Create2D( const char *path )
{
    GLuint ID;
    SDL_Surface *data = IMG_Load(path);
    if(data == NULL)
        Util_FatalError("Texture %s could not be found!\n", path);

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

    SDL_LockSurface(data);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, data->w, data->h, GL_FALSE, GL_RGBA, GL_UNSIGNED_BYTE, data->pixels);
    SDL_UnlockSurface(data);

    glGenerateMipmap(GL_TEXTURE_2D);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -2.4);

    SDL_FreeSurface(data);
    glBindTexture(GL_TEXTURE_2D, 0);

    return ID;
}

GLuint Texture_CreateCubeMap( const char *paths[6] )
{
    GLuint ID;
    glGenTextures(1, &ID);
    glBindTexture(GL_TEXTURE_CUBE_MAP, ID);

    SDL_Surface *data;

    int i;
    for(i = 0; i < 6; i++)
    {
        data = IMG_Load(paths[i]);

        if(data == NULL)
            Util_FatalError("Texture %s could not be found!\n", paths[i]);

        SDL_LockSurface(data);

        /* All the textures sides are linearly stored so we just add "i" */
        glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA,
                     data->w, data->h, GL_FALSE, GL_RGBA, GL_UNSIGNED_BYTE, data->pixels);

        SDL_UnlockSurface(data);

        SDL_FreeSurface(data);
    }

    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    return ID;
}

void Texture_Destroy(GLuint ID)
{
    glDeleteTextures(1, &ID);
}