#include enum BytesPerPixel { Greyscale = 1, GreyscaleAlpha = 2, RGB = 3, RGBA = 4, }; INTERNAL GLint getGLFormat(i32 bytesPerPixel, b32 srgb) { switch (bytesPerPixel) { case Greyscale: return GL_LUMINANCE; case GreyscaleAlpha: return GL_LUMINANCE_ALPHA; case RGB: return (srgb ? GL_SRGB : GL_RGB); case RGBA: return (srgb ? GL_SRGB_ALPHA : GL_RGBA); default: // TODO(doyle): Invalid // std::cout << "getGLFormat() invalid bytesPerPixel: " // << bytesPerPixel << std::endl; return GL_LUMINANCE; } } Texture genTexture(const GLuint width, const GLuint height, const GLint bytesPerPixel, const u8 *const image) { // TODO(doyle): Let us set the parameters gl params as well glCheckError(); Texture tex = {0}; tex.width = width; tex.height = height; tex.internalFormat = GL_RGBA; tex.wrapS = GL_REPEAT; tex.wrapT = GL_REPEAT; tex.filterMinification = GL_LINEAR; tex.filterMagnification = GL_LINEAR; glGenTextures(1, &tex.id); glCheckError(); glBindTexture(GL_TEXTURE_2D, tex.id); glCheckError(); /* Load image into texture */ // TODO(doyle) Figure out the gl format tex.imageFormat = getGLFormat(bytesPerPixel, FALSE); glCheckError(); glTexImage2D(GL_TEXTURE_2D, 0, tex.internalFormat, tex.width, tex.height, 0, tex.imageFormat, GL_UNSIGNED_BYTE, image); glCheckError(); // TODO(doyle): Not needed for sprites? glGenerateMipmap(GL_TEXTURE_2D); /* Set parameter of currently bound texture */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tex.wrapS); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tex.wrapT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex.filterMinification); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex.filterMagnification); glCheckError(); /* Unbind and clean up */ glBindTexture(GL_TEXTURE_2D, 0); glCheckError(); return tex; }