#include "loader.h" #define STB_IMAGE_IMPLEMENTATION #include "stb_image.h" #include GLuint load_texture(const char* path) { GLuint texture_id; glGenTextures(1, &texture_id); glBindTexture(GL_TEXTURE_2D, texture_id); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_REPEAT); // Load image data int width, height, nr_channels; unsigned char* data = stbi_load(path, &width, &height, &nr_channels, 0); if (data) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); glGenerateMipmap(GL_TEXTURE_2D); } else { printf("Failed to load texture: %s\n", path); } stbi_image_free(data); // Unbind texture glBindTexture(GL_TEXTURE_2D, 0); return texture_id; }