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path: root/src/graphics/texture.c
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#include "../../include/mgl/graphics/texture.h"
#include "../../include/mgl/graphics/image.h"
#include "../../include/mgl/mgl.h"
#include <stdio.h>

/* TODO: Check for glTexImage2D failure */

static int mgl_texture_format_to_opengl_format(mgl_texture_format format) {
    switch(format) {
        case MGL_TEXTURE_FORMAT_ALPHA:      return GL_ALPHA8;
        case MGL_TEXTURE_FORMAT_GRAY:       return GL_LUMINANCE8;
        case MGL_TEXTURE_FORMAT_GRAY_ALPHA: return GL_LUMINANCE8_ALPHA8;
        case MGL_TEXTURE_FORMAT_RGB:        return GL_RGB8;
        case MGL_TEXTURE_FORMAT_RGBA:       return GL_RGBA8;
    }
    return 0;
}

static int mgl_texture_format_to_compressed_opengl_format(mgl_texture_format format) {
    switch(format) {
        case MGL_TEXTURE_FORMAT_ALPHA:      return GL_ALPHA8;
        case MGL_TEXTURE_FORMAT_GRAY:       return GL_LUMINANCE8;
        case MGL_TEXTURE_FORMAT_GRAY_ALPHA: return GL_LUMINANCE8_ALPHA8;
        case MGL_TEXTURE_FORMAT_RGB:        return GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
        case MGL_TEXTURE_FORMAT_RGBA:       return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
    }
    return 0;
}

static int mgl_texture_format_to_source_opengl_format(mgl_texture_format format) {
    switch(format) {
        case MGL_TEXTURE_FORMAT_ALPHA:      return GL_ALPHA;
        case MGL_TEXTURE_FORMAT_GRAY:       return GL_LUMINANCE8;
        case MGL_TEXTURE_FORMAT_GRAY_ALPHA: return GL_LUMINANCE8_ALPHA8;
        case MGL_TEXTURE_FORMAT_RGB:        return GL_RGB;
        case MGL_TEXTURE_FORMAT_RGBA:       return GL_RGBA;
    }
    return 0;
}

static mgl_texture_format mgl_image_format_to_mgl_texture_format(mgl_image_format image_format) {
    switch(image_format) {
        case MGL_IMAGE_FORMAT_ALPHA:        return MGL_TEXTURE_FORMAT_ALPHA;
        case MGL_IMAGE_FORMAT_GRAY:         return MGL_TEXTURE_FORMAT_GRAY;
        case MGL_IMAGE_FORMAT_GRAY_ALPHA:   return MGL_TEXTURE_FORMAT_GRAY_ALPHA;
        case MGL_IMAGE_FORMAT_RGB:          return MGL_TEXTURE_FORMAT_RGB;
        case MGL_IMAGE_FORMAT_RGBA:         return MGL_TEXTURE_FORMAT_RGBA;
    }
    return 0;
}

int mgl_texture_load_from_file(mgl_texture *self, const char *filepath, mgl_texture_load_options *load_options) {
    self->id = 0;
    self->width = 0;
    self->height = 0;
    
    mgl_image image;
    if(mgl_image_load_from_file(&image, filepath) != 0)
        return -1;

    int result = mgl_texture_load_from_image(self, &image, load_options);
    mgl_image_unload(&image);
    return result;
}

int mgl_texture_load_from_image(mgl_texture *self, const mgl_image *image, mgl_texture_load_options *load_options) {
    return mgl_texture_load_from_memory(self, image->data, image->width, image->height, image->format, load_options);
}

int mgl_texture_load_from_memory(mgl_texture *self, const unsigned char *data, int width, int height, mgl_image_format format, mgl_texture_load_options *load_options) {
    self->id = 0;
    self->width = width;
    self->height = height;
    self->format = mgl_image_format_to_mgl_texture_format(format);

    mgl_context *context = mgl_get_context();
    context->gl.glGenTextures(1, &self->id);
    if(self->id == 0) {
        fprintf(stderr, "Error: failed to load image from memory (glGenTextures failed)\n");
        mgl_texture_unload(self);
        return -1;
    }

    const int opengl_texture_format = load_options && load_options->compressed ? mgl_texture_format_to_compressed_opengl_format(self->format) : mgl_texture_format_to_opengl_format(self->format);

    context->gl.glBindTexture(GL_TEXTURE_2D, self->id);
    context->gl.glTexImage2D(GL_TEXTURE_2D, 0, opengl_texture_format, self->width, self->height, 0, mgl_texture_format_to_source_opengl_format(self->format), GL_UNSIGNED_BYTE, data);
    context->gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    context->gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    context->gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    context->gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    context->gl.glBindTexture(GL_TEXTURE_2D, 0);

    return 0;
}

void mgl_texture_unload(mgl_texture *self) {
    mgl_context *context = mgl_get_context();
    if(self->id) {
        context->gl.glDeleteTextures(1, &self->id);
        self->id = 0;
    }
    self->width = 0;
    self->height = 0;
    self->format = 0;
}