#include "texture.h" #define STBI_ONLY_PNG #define STBI_NO_FAILURE_STRINGS #define STBI_NO_HDR #define STB_IMAGE_IMPLEMENTATION #include void texture_gl_set(Texture* self, void* data) { glGenTextures(1, &self->id); glBindTexture(GL_TEXTURE_2D, self->id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, self->size.x, self->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); } bool texture_from_path_init(Texture* self, const char* path) { void* data; data = stbi_load(path, &self->size.x, &self->size.y, &self->channels, 4); if (!data) { printf(STRING_ERROR_TEXTURE_INIT, path); return false; } printf(STRING_INFO_TEXTURE_INIT, path); texture_gl_set(self, data); return true; } bool texture_from_data_init(Texture* self, const u8* data, u32 length) { void* textureData; textureData = stbi_load_from_memory(data, length, &self->size.x, &self->size.y, &self->channels, 4); if (!textureData) return false; texture_gl_set(self, textureData); return true; } void texture_free(Texture* self) { glDeleteTextures(1, &self->id); memset(self, '\0', sizeof(Texture)); }