| 29 | } |
| 30 | |
| 31 | void TextureResource::initFromResource(const ResourceData data) |
| 32 | { |
| 33 | //make sure we aren't going to leak an old texture |
| 34 | deinit(); |
| 35 | |
| 36 | size_t width, height; |
| 37 | std::vector<unsigned char> imageRGBA = ImageIO::loadFromMemoryRGBA32(const_cast<unsigned char*>(data.ptr.get()), data.length, width, height); |
| 38 | |
| 39 | if(imageRGBA.size() == 0) |
| 40 | { |
| 41 | LOG(LogError) << "Could not initialize texture (invalid resource data)!"; |
| 42 | return; |
| 43 | } |
| 44 | |
| 45 | //now for the openGL texture stuff |
| 46 | glGenTextures(1, &mTextureID); |
| 47 | glBindTexture(GL_TEXTURE_2D, mTextureID); |
| 48 | |
| 49 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageRGBA.data()); |
| 50 | |
| 51 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
| 52 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 53 | |
| 54 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| 55 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| 56 | |
| 57 | mTextureSize << width, height; |
| 58 | } |
| 59 | |
| 60 | void TextureResource::initFromScreen() |
| 61 | { |