prosperon/source/engine/texture.h

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#ifndef TEXTURE_H
#define TEXTURE_H
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#include "timer.h"
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#include <chipmunk/chipmunk.h>
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#include "sokol/sokol_gfx.h"
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#define TEX_SPEC 0
#define TEX_NORM 1
#define TEX_HEIGHT 2
#define TEX_DIFF 3
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/* Normalized S,T coordinates for rendering */
struct glrect {
float s0;
float s1;
float t0;
float t1;
};
float st_s_w(struct glrect st);
float st_s_h(struct glrect st);
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extern struct glrect ST_UNIT;
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/* Pixel U,V coordiantes */
struct uvrect {
int u0;
int u1;
int v0;
int v1;
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};
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/* Tracks a playing animation */
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/* Objects should keep this, and just change what TexAnim they are pointing to */
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struct anim2d {
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int frame;
int playing;
int pausetime;
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struct timer *timer;
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struct TexAnim *anim;
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float size[2]; /* Current size of animation in pixels*/
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};
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/* Describes an animation on a particular texture */
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struct TexAnim {
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struct Texture *tex;
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struct glrect *st_frames; /* Dynamic array of frames of animation */
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int ms;
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int loop;
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};
struct TextureOptions {
int sprite;
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int mips;
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unsigned int gamma:1;
int animation;
};
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/* Represents an actual texture on the GPU */
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struct Texture {
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sg_image id; /* ID reference for the GPU memory location of the texture */
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uint16_t width;
uint16_t height;
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unsigned char *data;
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struct TextureOptions opts;
struct TexAnim anim;
};
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struct Image {
struct Texture *tex;
struct glrect frame;
};
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struct Texture *texture_pullfromfile(const char *path); // Create texture from image
struct Texture *texture_loadfromfile(const char *path); // Create texture & load to gpu
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void texture_sync(const char *path);
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struct Texture *str2tex(const char *path);
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void tex_gpu_reload(struct Texture *tex); // gpu_free then gpu_load
void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu
void tex_bind(struct Texture *tex); // Bind to gl context
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char * tex_get_path(struct Texture *tex); // Get image path for texture
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struct TexAnim *anim2d_from_tex(const char *path, int frames, int fps);
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void texanim_fromframes(struct TexAnim *anim, int frames);
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void anim_load(struct anim2d *anim, const char *path); /* Load and start new animation */
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void anim_calc(struct anim2d *anim);
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void anim_play(struct anim2d *anim);
void anim_setframe(struct anim2d *anim, int frame);
void anim_stop(struct anim2d *anim);
void anim_pause(struct anim2d *anim);
void anim_fwd(struct anim2d *anim);
void anim_bkwd(struct anim2d *anim);
void anim_incr(struct anim2d *anim);
void anim_decr(struct anim2d *anim);
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struct glrect tex_get_rect(struct Texture *tex);
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cpVect tex_get_dimensions(struct Texture *tex);
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struct glrect anim_get_rect(struct anim2d *anim);
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int anim_frames(struct TexAnim *a);
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#endif