//
// Created by jamie on 8/23/21.
//

#include "GLTextures.h"

#ifdef HAVE_GL

namespace gl
{

AGLTexture::~AGLTexture()
{
 if (textureId != 0)
   {
     glDeleteTextures(1, &textureId);
   }
}

AGLTexture& AGLTexture::operator=(AGLTexture&& glTex) noexcept
{
 textureId = glTex.textureId;
 textureNumber = glTex.textureNumber;
 glTex.textureId = 0;
 glTex.textureNumber = -1;

 return *this;
}

AGLTexture::AGLTexture(AGLTexture&& glTex) noexcept:
 textureId(glTex.textureId), textureNumber(glTex.textureNumber)
{
}

AGLTexture::AGLTexture(int textureNumber) : textureNumber(textureNumber) {}

void AGLTexture::setActive() const
{
 glActiveTexture(GL_TEXTURE0+textureNumber);
}

} // namespace gl

#endif