1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
|
#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);
}
|