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