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#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);
}
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