#define VG_TEXTURE_NEAREST 0x8
#define VG_TEXTURE_ALLOCATED_INTERNAL 0x10
+/* TODO: Update this implementation */
#define QOI_IMPLEMENTATION
-#define QOI_MALLOC vg_alloc
-#define QOI_FREE vg_free
+#define QOI_NO_STDIO
#include "phoboslab/qoi.h"
v4f uv_xywh;
};
-static void vg_tex2d_bind( vg_tex2d *tex, u32 id )
+VG_STATIC void vg_tex2d_bind( vg_tex2d *tex, u32 id )
{
if( !(tex->flags & VG_TEXTURE_ALLOCATED_INTERNAL) )
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
}
-static GLuint vg_tex2d_rgba( const char *path )
+VG_STATIC GLuint vg_tex2d_rgba( const char *path )
{
- i64 length;
- u8 *src_data = vg_asset_read_s( path, &length );
-
GLuint texture_name;
glGenTextures( 1, &texture_name );
glBindTexture( GL_TEXTURE_2D, texture_name );
-
- if( src_data )
- {
+
+ vg_linear_clear( vg_mem.scratch );
+ void *file = vg_file_read( vg_mem.scratch, path );
+
+ if( file )
+ {
qoi_desc info;
- u8 *tex_buffer = qoi_decode( src_data, length, &info, 4 );
-
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height,
- 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
-
- vg_free( tex_buffer );
- vg_free( src_data );
- }
- else
- {
+
+ u32 size = vg_file_size( vg_mem.scratch );
+ u8 *tex_buffer = qoi_decode( file, size, &info, 4 );
+
+ if( tex_buffer )
+ {
+ vg_info( "Texture decoded: [%u %u] %s\n",
+ info.width, info.height, path );
+
+ glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
+
+ /* TODO: pass through linear_alloc function */
+ QOI_FREE(tex_buffer);
+ }
+ else
+ {
+ vg_error( "File size: %u\n", size );
+ goto temp_error;
+ }
+ }
+ else
+ {
+temp_error:
+ vg_error( "Loading texture failed (%s)\n", path );
+
u32 tex_err[4] =
{
0xffff00ff,
0xffff00ff
};
- vg_error( "Loading texture failed (%s)\n", path );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2,
- 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_err );
- }
-
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_err );
+ }
+
return texture_name;
}
-static void vg_tex2d_init( vg_tex2d *textures[], int num )
+VG_STATIC void vg_tex2d_init( vg_tex2d *textures[], int num )
{
for( int i=0; i<num; i ++ )
{
}
}
-static void vg_tex2d_free( vg_tex2d *textures[], int num )
+VG_STATIC void vg_tex2d_free( vg_tex2d *textures[], int num )
{
for( int i = 0; i < num; i ++ )
{