#include "texture.h" bool load_texture(Texture *texture, string filepath) { texture->name = filepath; // @Cleanup we probably don't need to do this // stbi_set_flip_vertically_on_load(true); u8* texture_data = stbi_load(filepath.c_str(), &texture->width, &texture->height, &texture->number_of_channels, 0); if (!texture_data) { stbi_image_free(texture_data); return false; } glGenTextures(1, &texture->texture); glBindTexture(GL_TEXTURE_2D, texture->texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->width, texture->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data); glGenerateMipmap(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); stbi_image_free(texture_data); return true; } void bind_texture(Texture *texture) { glBindTexture(GL_TEXTURE_2D, texture->texture); } void unbind_texture() { glBindTexture(GL_TEXTURE_2D, 0); } void cleanup_texture(Texture *texture) { glDeleteTextures(1, &texture->texture); }