45 lines
1.2 KiB
C++

#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);
}