prosperon/source/engine/texture.c

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#include "texture.h"
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#include "render.h"
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#include <stdio.h>
#include <stb_image.h>
#include <stb_ds.h>
#include "log.h"
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#include <math.h>
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#include "util.h"
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static struct {
char *key;
struct Texture *value;
} *texhash = NULL;
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struct Texture *tex_default;
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struct Texture *texture_pullfromfile(const char *path)
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{
int index = shgeti(texhash, path);
if (index != -1)
return texhash[index].value;
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struct Texture *tex = calloc(1, sizeof(*tex));
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tex->flipy = 0;
tex->opts.sprite = 1;
tex->opts.gamma = 0;
tex->anim.frames = 1;
tex->anim.ms = 1;
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int n;
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stbi_set_flip_vertically_on_load(0);
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unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4);
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while (data == NULL) {
YughError("STBI failed to load file %s with message: %s", path, stbi_failure_reason());
return NULL;
}
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tex->data = data;
if (shlen(texhash) == 0)
sh_new_arena(texhash);
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shput(texhash, path, tex);
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tex->id = 0;
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return tex;
}
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char *tex_get_path(struct Texture *tex) {
for (int i = 0; i < shlen(texhash); i++) {
if (tex == texhash[i].value) {
YughInfo("Found key %s", texhash[i].key);
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return texhash[i].key;
}
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}
return NULL;
}
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struct Texture *texture_loadfromfile(const char *path)
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{
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struct Texture *new = texture_pullfromfile(path);
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if (new == NULL) {
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YughError("Texture %s not loaded! Loading the default instead ...", path);
new = texture_pullfromfile("./ph.png");
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}
if (new->id == 0) {
glGenTextures(1, &new->id);
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tex_gpu_load(new);
YughInfo("Loaded texture path %s", path);
}
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return new;
}
void tex_pull(struct Texture *tex)
{
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if (tex->data != NULL)
tex_flush(tex);
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int n;
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char *path = tex_get_path(tex);
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stbi_set_flip_vertically_on_load(0);
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tex->data = stbi_load(path, &tex->width, &tex->height, &n, 4);
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if (tex->data == NULL)
YughError("STBI failed to load file %s with message: %s", path, stbi_failure_reason());
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}
void tex_flush(struct Texture *tex)
{
free(tex->data);
}
void tex_gpu_reload(struct Texture *tex)
{
tex_gpu_free(tex);
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tex_gpu_load(tex);
}
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void tex_free(struct Texture *tex)
{
free(tex->data);
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//free(tex->path);
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free(tex);
}
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void tex_gpu_load(struct Texture *tex)
{
glBindTexture(GL_TEXTURE_2D, tex->id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->width, tex->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex->data);
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glGenerateMipmap(GL_TEXTURE_2D);
if (tex->opts.sprite) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
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void tex_incr_anim(struct TexAnimation *tex_anim)
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{
anim_incr(tex_anim);
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if (!tex_anim->tex->anim.loop && tex_anim->frame == tex_anim->tex->anim.frames)
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anim_pause(tex_anim);
}
void anim_incr(struct TexAnimation *anim)
{
anim->frame = (anim->frame + 1) % anim->tex->anim.frames;
tex_anim_calc_uv(anim);
}
void anim_decr(struct TexAnimation *anim)
{
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anim->frame = (anim->frame + anim->tex->anim.frames - 1) % anim->tex->anim.frames;
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tex_anim_calc_uv(anim);
}
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void anim_setframe(struct TexAnimation *anim, int frame)
{
anim->frame = frame;
tex_anim_calc_uv(anim);
}
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void tex_anim_set(struct TexAnimation *anim)
{
if (anim->playing) {
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timer_remove(anim->timer);
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anim->timer = timer_make(1.f / anim->tex->anim.ms, tex_incr_anim, anim);
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}
tex_anim_calc_uv(anim);
}
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void tex_gpu_free(struct Texture *tex)
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{
if (tex->id != 0) {
glDeleteTextures(1, &tex->id);
tex->id = 0;
}
}
void tex_anim_calc_uv(struct TexAnimation *anim)
{
struct Rect uv;
uv.w = 1.f / anim->tex->anim.frames;
uv.h = 1.f;
uv.y = 0.f;
uv.x = uv.w * (anim->frame);
anim->uv = uv;
}
void tex_bind(struct Texture *tex)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex->id);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id);
}
void anim_play(struct TexAnimation *anim)
{
if (anim->playing)
return;
if (anim->frame == anim->tex->anim.frames)
anim->frame = 0;
anim->playing = 1;
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if (anim->timer == NULL)
anim->timer = timer_make(1.f / anim->tex->anim.ms, tex_incr_anim, anim);
else
timer_settime(anim->timer, 1.f/anim->tex->anim.ms);
timer_start(anim->timer);
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}
void anim_stop(struct TexAnimation *anim)
{
if (!anim->playing)
return;
anim->playing = 0;
anim->frame = 0;
anim->pausetime = 0;
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timer_stop(anim->timer);
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tex_anim_calc_uv(anim);
}
void anim_pause(struct TexAnimation *anim)
{
if (!anim->playing)
return;
anim->playing = 0;
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timer_pause(anim->timer);
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}
void anim_fwd(struct TexAnimation *anim)
{
anim_incr(anim);
}
void anim_bkwd(struct TexAnimation *anim)
{
anim_decr(anim);
}