remove stb_image
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24ec0f8e57
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32
src/gfx.c
32
src/gfx.c
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@ -1,6 +1,5 @@
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#include "gfx.h"
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#include "random.h"
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#include "stb_image.h"
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float vertices[] = {
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// position color uvs
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@ -166,39 +165,10 @@ void setVertexAttributes()
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glEnableVertexAttribArray(2);
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}
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void createTextureFromFile(const char* imagePath)
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{
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// create an opengl texture and bind it to the GL_TEXTURE_2D target
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_REPEAT);
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// load image data from file
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int width, height, nrChannels;
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stbi_set_flip_vertically_on_load(1);
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unsigned char* data = stbi_load(imagePath, &width, &height, &nrChannels, 0);
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if (!data)
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{
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fputs("failed to load texture data: ", stderr);
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fputs(imagePath, stderr);
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fputs("\n", stderr);
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exit(1);
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}
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// read image data into bound opengl texture
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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stbi_image_free(data);
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}
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// creates a noise texture in active texture 1
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GLuint createNoiseTexture(int width, int height)
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{
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// same init steps as with a regular texture
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GLuint texture;
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glGenTextures(1, &texture);
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@ -15,7 +15,6 @@ unsigned int compileQuadShaderProgram(const char* vsPath, const char* fsPath);
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unsigned int compileComputeShaderProgram();
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GLuint createNoiseTexture(int width, int height);
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void createTextureFromFile(const char* path);
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GLuint createWriteOnlyTexture(int width, int height);
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void printWorkGroupLimits();
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@ -1,2 +0,0 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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7763
src/stb_image.h
7763
src/stb_image.h
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