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