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#include <SDL/SDL_opengl.h>
#include <stdexcept>
#include "texture.h"
#include <stdio.h>

void Texture::bind() const {
	glBindTexture(GL_TEXTURE_2D, texture);
}

unsigned int Texture::tex() const {
	return texture;
}

unsigned int Texture::w() const {
	return width;
}

unsigned int Texture::h() const {
	return height;
}

void Texture::build(void* data, unsigned int format, unsigned int w, unsigned int h) {
	if(!data) {
		throw(std::runtime_error("No texture data"));
	}
	
	width = w;
	height = h;
	
	glGenTextures(1, &texture);
	glBindTexture(GL_TEXTURE_2D, texture);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, format, GL_UNSIGNED_BYTE, data);
}