Platform and OS stability stuff
[vg.git] / src / vg / vg_tex.h
index 33e074ef59b6736f8f45186028e8a4d78a8d6c56..e92e5f152582258af9b0c73d59713a68f1be8764 100644 (file)
@@ -1,9 +1,21 @@
 /* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
+#ifndef VG_TEX_H
+#define VG_TEX_H
+
+#include "vg/vg.h"
+#include "vg/vg_log.h"
 
 #define VG_TEXTURE_NO_MIP      0x1
 #define VG_TEXTURE_REPEAT      0x2
 #define VG_TEXTURE_CLAMP       0x4
 #define VG_TEXTURE_NEAREST     0x8
+#define VG_TEXTURE_ALLOCATED_INTERNAL 0x10
+
+#define QOI_IMPLEMENTATION
+#define QOI_MALLOC vg_alloc
+#define QOI_FREE   vg_free
+
+#include "phoboslab/qoi.h"
 
 struct vg_tex2d
 {
@@ -19,6 +31,12 @@ struct vg_sprite
 
 static void vg_tex2d_bind( vg_tex2d *tex, u32 id )
 {
+   if( !(tex->flags & VG_TEXTURE_ALLOCATED_INTERNAL) )
+   {
+      vg_error( "Tried to use '%s' while unloaded!\n", tex->path );
+      return;
+   }
+
        glActiveTexture( GL_TEXTURE0 + id );
        glBindTexture( GL_TEXTURE_2D, tex->name );
 }
@@ -76,8 +94,8 @@ static GLuint vg_tex2d_rgba( const char *path )
                glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 
             0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
                
-               free( tex_buffer );
-               free( src_data );
+               vg_free( tex_buffer );
+               vg_free( src_data );
        }
        else
        {
@@ -99,7 +117,7 @@ static GLuint vg_tex2d_rgba( const char *path )
 
 static void vg_tex2d_init( vg_tex2d *textures[], int num )
 {
-       for( int i = 0; i < num; i ++ )
+       for( int i=0; i<num; i ++ )
        {
                vg_tex2d *tex = textures[i];
                tex->name = vg_tex2d_rgba( tex->path );
@@ -125,6 +143,8 @@ static void vg_tex2d_init( vg_tex2d *textures[], int num )
                        vg_tex2d_clamp();
                else
                        vg_tex2d_repeat();
+
+      tex->flags |= VG_TEXTURE_ALLOCATED_INTERNAL;
        }
 }
 
@@ -135,3 +155,5 @@ static void vg_tex2d_free( vg_tex2d *textures[], int num )
                glDeleteTextures( 1, &textures[i]->name );
        }
 }
+
+#endif /* VG_TEX_H */