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path: root/src/Platform/OpenGL/OpenGLTexture.cpp
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#include "OpenGLTexture.h"
#include <iostream>

namespace Donut
{
    OpenGLTexture2D::OpenGLTexture2D(uint32_t width, uint32_t height)
        : m_Width(width), m_Height(height)
    {
        m_InternalFormat = GL_RGBA8;
        m_DataFormat = GL_RGBA;

        glCreateTextures(GL_TEXTURE_2D, 1, &m_RendererID);
        glTextureStorage2D(m_RendererID, 1, m_InternalFormat, m_Width, m_Height);

        glTextureParameteri(m_RendererID, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTextureParameteri(m_RendererID, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_T, GL_REPEAT);
    }

    // TODO(Hachem): Texture Loading
    OpenGLTexture2D::OpenGLTexture2D(const std::string& path)
        : m_Path(path)
    {
        m_Width = 1;
        m_Height = 1;
        m_InternalFormat = GL_RGBA8;
        m_DataFormat = GL_RGBA;

        glCreateTextures(GL_TEXTURE_2D, 1, &m_RendererID);
        glTextureStorage2D(m_RendererID, 1, m_InternalFormat, m_Width, m_Height);

        glTextureParameteri(m_RendererID, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTextureParameteri(m_RendererID, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTextureParameteri(m_RendererID, GL_TEXTURE_WRAP_T, GL_REPEAT);

        uint32_t whitePixel = 0xFFFFFFFF;
        glTextureSubImage2D(m_RendererID, 0, 0, 0, m_Width, m_Height, m_DataFormat, GL_UNSIGNED_BYTE, &whitePixel);

        std::cout << "Created default texture (stb_image not available for loading: " << path << ")" << std::endl;
    }

    OpenGLTexture2D::~OpenGLTexture2D()
    {
        glDeleteTextures(1, &m_RendererID);
    }

    void OpenGLTexture2D::SetData(void* data, uint32_t size)
    {
        uint32_t bpp = m_DataFormat == GL_RGBA ? 4 : 3;
        if (size != m_Width * m_Height * bpp)
        {
            std::cout << "Data must be entire texture!" << std::endl;
            return;
        }
        
        glTextureSubImage2D(m_RendererID, 0, 0, 0, m_Width, m_Height, m_DataFormat, GL_UNSIGNED_BYTE, data);
    }

    void OpenGLTexture2D::Bind(uint32_t slot) const
    {
        glBindTextureUnit(slot, m_RendererID);
    }

    void OpenGLTexture2D::BindAsImage(uint32_t slot, bool readOnly) const
    {
        GLenum access = readOnly ? GL_READ_ONLY : GL_WRITE_ONLY;
        glBindImageTexture(slot, m_RendererID, 0, GL_FALSE, 0, access, m_InternalFormat);
    }
};