64 lines
2.0 KiB
C
64 lines
2.0 KiB
C
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#include "assets.h"
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#include "state.h"
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#include <stdlib.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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tc_asset_storage_s tc_init_asset_storage(char *asset_folder_path)
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{
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tc_asset_storage_s assets;
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assets.images_capacity = 256;
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assets.num_images = 0;
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assets.images = calloc(sizeof(tc_image_s *), assets.images_capacity);
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return assets;
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}
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void tc_upload_image(tc_image_s *image)
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{
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glGenTextures(1, &image->gl_identifier);
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glBindTexture(GL_TEXTURE_2D, image->gl_identifier);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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image->width, image->height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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image->pixels
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);
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}
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tc_image_s * tc_load_image_from_disk(char *path)
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{
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tc_image_s *image = malloc(sizeof(tc_image_s));
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image->attributes_capacity = 8;
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image->attributes = calloc(sizeof(tc_asset_attribute_s), image->attributes_capacity);
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image->num_attributes = 0;
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image->pixels = stbi_load(path, &image->width, &image->height, NULL, 4);
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image->len_name = 0;
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image->name = NULL;
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if(tc_game_state_g.asset_storage.num_images >= tc_game_state_g.asset_storage.images_capacity)
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{
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tc_game_state_g.asset_storage.images_capacity *= 2;
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tc_game_state_g.asset_storage.images =
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realloc(tc_game_state_g.asset_storage.images,
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sizeof(tc_image_s *) * tc_game_state_g.asset_storage.images_capacity
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);
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}
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tc_game_state_g.asset_storage.images[tc_game_state_g.asset_storage.num_images] = image;
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return image;
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}
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