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path: root/mons_3d/src/texture.c
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#include "texture.h"
#include "qoi.h"

#include <glad/gl.h>

mons_texture mons_texture_load(FILE *stream) {
    mons_image image = mons_load_qoi(stream);
    return mons_texture_from_image(image);
}

mons_texture mons_texture_from_image(mons_image image) {
    glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                        GL_NEAREST_MIPMAP_LINEAR);
    glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    unsigned int texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0,
                 GL_RGBA, GL_UNSIGNED_BYTE, image.data);
    glGenerateMipmap(GL_TEXTURE_2D);
    mons_texture result = {
        .id = texture,
        .width = image.width,
        .height = image.height,
    };
    mons_image_free(&image);
    return result;
}

char *texure_uniforms[16] = {
    "base_texture",
    "normal_texture",
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
    NULL,
};

void mons_texture_bind(mons_program shader, unsigned int unit, mons_texture texture) {
    glActiveTexture(GL_TEXTURE0 + unit);
    glUniform1i(glGetUniformLocation(shader, texure_uniforms[unit]), unit);
    glBindTexture(GL_TEXTURE_2D, texture.id);
}