1 /* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
8 #define VG_TEXTURE_NO_MIP 0x1
9 #define VG_TEXTURE_REPEAT 0x2
10 #define VG_TEXTURE_CLAMP 0x4
11 #define VG_TEXTURE_NEAREST 0x8
12 #define VG_TEXTURE_ALLOCATED_INTERNAL 0x10
26 static void vg_tex2d_bind( vg_tex2d
*tex
, u32 id
)
28 if( !(tex
->flags
& VG_TEXTURE_ALLOCATED_INTERNAL
) )
30 vg_error( "Tried to use '%s' while unloaded!\n", tex
->path
);
34 glActiveTexture( GL_TEXTURE0
+ id
);
35 glBindTexture( GL_TEXTURE_2D
, tex
->name
);
38 static inline void vg_tex2d_mipmap(void)
40 glGenerateMipmap( GL_TEXTURE_2D
);
43 static inline void vg_tex2d_linear(void)
45 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR
);
46 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
49 static inline void vg_tex2d_nearest(void)
51 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
52 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
55 static inline void vg_tex2d_linear_mipmap(void)
57 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
,
58 GL_LINEAR_MIPMAP_LINEAR
);
59 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_LINEAR
);
62 static inline void vg_tex2d_repeat(void)
64 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_REPEAT
);
65 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_REPEAT
);
68 static inline void vg_tex2d_clamp(void)
70 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
71 glTexParameteri( GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
);
74 static GLuint
vg_tex2d_rgba( const char *path
)
77 u8
*src_data
= vg_asset_read_s( path
, &length
);
80 glGenTextures( 1, &texture_name
);
81 glBindTexture( GL_TEXTURE_2D
, texture_name
);
86 u8
*tex_buffer
= qoi_decode( src_data
, length
, &info
, 4 );
88 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGBA
, info
.width
, info
.height
,
89 0, GL_RGBA
, GL_UNSIGNED_BYTE
, tex_buffer
);
104 vg_error( "Loading texture failed (%s)\n", path
);
105 glTexImage2D( GL_TEXTURE_2D
, 0, GL_RGBA
, 2, 2,
106 0, GL_RGBA
, GL_UNSIGNED_BYTE
, tex_err
);
112 static void vg_tex2d_init( vg_tex2d
*textures
[], int num
)
114 for( int i
=0; i
<num
; i
++ )
116 vg_tex2d
*tex
= textures
[i
];
117 tex
->name
= vg_tex2d_rgba( tex
->path
);
118 if( !(tex
->flags
& VG_TEXTURE_NO_MIP
) )
121 if( tex
->flags
& VG_TEXTURE_NEAREST
)
123 if( tex
->flags
& VG_TEXTURE_NO_MIP
)
124 vg_error( "Invalid texture settings\n" );
130 if( tex
->flags
& VG_TEXTURE_NO_MIP
)
133 vg_tex2d_linear_mipmap();
136 if( tex
->flags
& VG_TEXTURE_CLAMP
)
141 tex
->flags
|= VG_TEXTURE_ALLOCATED_INTERNAL
;
145 static void vg_tex2d_free( vg_tex2d
*textures
[], int num
)
147 for( int i
= 0; i
< num
; i
++ )
149 glDeleteTextures( 1, &textures
[i
]->name
);
153 #endif /* VG_TEX_H */