Files
O2048/zephr/texture.odin
T

46 lines
1.0 KiB
Odin

package zephr
import gl "vendor:OpenGL"
import stb "vendor:stb/image"
TextureId :: u32
load_texture :: proc(path: cstring) -> TextureId {
texture_id: TextureId
width, height, channels: i32
data := stb.load(path, &width, &height, &channels, 4) // RGBA
defer stb.image_free(data)
format := gl.RGBA
switch (channels) {
case 1:
format = gl.RED
break
case 2:
format = gl.RG
break
case 3:
format = gl.RGB
break
case 4:
format = gl.RGBA
break
}
gl.GenTextures(1, &texture_id)
gl.BindTexture(gl.TEXTURE_2D, texture_id)
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)
gl.TexImage2D(gl.TEXTURE_2D, 0, cast(i32)format, width, height, 0, cast(u32)format, gl.UNSIGNED_BYTE, data)
gl.GenerateMipmap(gl.TEXTURE_2D)
return texture_id
}