use glow::HasContext; use image::EncodableLayout; use crate::context; pub struct Texture { pub tex: glow::Texture, } impl Texture { pub fn new(ctx: &context::Context, bytes: &[u8]) -> Self { let rgba = image::io::Reader::new(std::io::Cursor::new(bytes)) .with_guessed_format() .expect("failed to guess image format") .decode() .expect("failed to decode image") .into_rgba8(); let pixels = rgba.as_bytes(); unsafe { let tex = ctx.gl.create_texture().expect("failed to create texture"); ctx.gl.bind_texture(glow::TEXTURE_2D, Some(tex)); ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as i32); ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as i32); ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as i32); ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as i32); ctx.gl.tex_image_2d( glow::TEXTURE_2D, 0, glow::RGBA as i32, rgba.width() as i32, rgba.height() as i32, 0, glow::RGBA, glow::UNSIGNED_BYTE, Some(pixels), ); ctx.gl.generate_mipmap(glow::TEXTURE_2D); Self { tex, } } } pub fn bind(&self, ctx: &context::Context) { unsafe { ctx.gl.active_texture(glow::TEXTURE0); ctx.gl.bind_texture(glow::TEXTURE_2D, Some(self.tex)); } } }