// texture.c
#include "texture.h"
#include <stdlib.h>
#include <stdio.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
Texture* load_texture(const char* path) {
Texture* tex = malloc(sizeof(Texture));
if (!tex) return NULL;
int channels;
unsigned char* data = stbi_load(path, &tex->width, &tex->height, &channels, 0);
if (!data) {
printf("failed to load texture: %s\n", path);
free(tex);
return NULL;
}
glGenTextures(1, &tex->id);
glBindTexture(GL_TEXTURE_2D, tex->id);
GLenum format = (channels == 4) ? GL_RGBA : GL_RGB;
glTexImage2D(GL_TEXTURE_2D, 0, format, tex->width, tex->height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
return tex;
}