#include "texture.h" enum honey_texture_result honey_texture_new(honey_texture* texture, char* texture_path, bool alpha_channel) { unsigned int texture_id; glGenTextures(1, &texture_id); glBindTexture(GL_TEXTURE_2D, texture_id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); int width, height, channels; unsigned char* image_data = stbi_load(texture_path, &width, &height, &channels, 0); if (image_data == NULL) { fprintf(stderr, "ERROR: failed to load '%s'\n", texture_path); return TEXTURE_FAILED; } if (alpha_channel) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data); } else { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image_data); } glGenerateMipmap(GL_TEXTURE_2D); stbi_image_free(image_data); (*texture).texture_id = texture_id; (*texture).width = width; (*texture).height = height; (*texture).channels = channels; return TEXTURE_OK; } /* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */ void honey_texture_use(honey_texture texture, int texture_unit) { glActiveTexture(GL_TEXTURE0 + texture_unit); glBindTexture(GL_TEXTURE_2D, texture.texture_id); }