prosperon/source/engine/texture.h

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#ifndef TEXTURE_H
#define TEXTURE_H
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#include "timer.h"
#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);
#define ST_UNIT (struct glrect) { 0.f, 1.f, 0.f, 1.f }
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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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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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};
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/* Describes an animation on a particular texture */
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struct TexAnim {
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struct glrect *st_frames; /* Dynamic array of frames of animation */
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int ms;
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struct Texture *tex;
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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;
};
struct Texture {
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unsigned int id; /* ID reference for the GPU memory location of the texture */
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int width;
int height;
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struct TextureOptions opts;
struct TexAnim anim;
};
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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
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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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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void tex_incr_anim(struct anim2d *tex_anim);
void tex_anim_set(struct anim2d *anim);
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struct glrect tex_get_rect(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