#include "texture.h" #define STBI_ONLY_PNG #define STBI_NO_FAILURE_STRINGS #define STBI_NO_HDR #define STB_IMAGE_IMPLEMENTATION #include bool texture_init(Texture* self, const char* path) { void* data; data = stbi_load(path, &self->size[0], &self->size[1], &self->channels, 4); if (!data) return false; glGenTextures(1, &self->handle); glBindTexture(GL_TEXTURE_2D, self->handle); 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); return true; } void texture_free(Texture* self) { glDeleteTextures(1, &self->handle); memset(self, '\0', sizeof(Texture)); }