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package funhalla
import gl "vendor:OpenGL"
import "vendor:stb/image"
import "core:log"
load_texture :: proc(path: cstring) -> u32 {
texture_id : u32
gl.GenTextures(1, &texture_id)
x, y, nr_channels: i32
data := image.load(path, &x, &y, &nr_channels, 0)
defer image.image_free(data)
if data != nil {
format : i32
if nr_channels == 1 {
format = gl.RED
} else if nr_channels == 3 {
format = gl.RGB
} else if nr_channels == 4 {
format = gl.RGBA
}
gl.BindTexture(gl.TEXTURE_2D, texture_id)
gl.TexImage2D(gl.TEXTURE_2D, 0, format, x, y, 0, auto_cast format, gl.UNSIGNED_BYTE, data)
gl.GenerateMipmap(gl.TEXTURE_2D)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
} else {
log.errorf("Failed to load texture at path: %s", path)
return 0
}
return texture_id
}
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