prosperon/source/engine/texture.h

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#ifndef TEXTURE_H
#define TEXTURE_H
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#include "sokol/sokol_gfx.h"
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#include "HandmadeMath.h"
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#include "render.h"
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#include "stb_rect_pack.h";
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#include "sokol_app.h"
#include "sokol/util/sokol_imgui.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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#define FILTER_NEAREST SG_FILTER_NEAREST
#define FILTER_NONE SG_FILTER_NONE
#define FILTER_LINEAR SG_FILTER_LINEAR
extern struct rect ST_UNIT;
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/* Represents an actual texture on the GPU */
struct texture {
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sg_image id; /* ID reference for the GPU memory location of the texture */
simgui_image_t simgui;
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int width;
int height;
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HMM_Vec3 dimensions;
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unsigned char *data;
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int frames;
int *delays;
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int vram;
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};
typedef struct texture texture;
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typedef struct img_sampler{
int wrap_u;
int wrap_v;
int wrap_w;
int min_filter;
int mag_filter;
int mip_filter;
} img_sampler;
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texture *texture_from_file(const char *path);
texture *texture_fromdata(void *raw, long size);
texture *texture_empty(int width, int height); // Make an empty texture
texture *texture_dup(texture *tex); // return an identical texture
texture *texture_scale(texture *tex, int width, int height); // dup and scale the texture
void texture_free(texture *tex);
void texture_offload(texture *tex); // Remove the data from this texture
void texture_load_gpu(texture *tex); // Upload this data to the GPU if it isn't already there. Replace it if it is.
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int texture_write_pixel(texture *tex, int x, int y, struct rgba color);
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int texture_fill(texture *tex, struct rgba color);
int texture_fill_rect(texture *tex, struct rect rect, struct rgba color);
int texture_blit(texture *dst, texture *src, struct rect dstrect, struct rect srcrect, int tile); // copies src into dst, using their respective squares, scaling if necessary
int texture_flip(texture *tex, int y);
void texture_save(texture *tex, const char *file); // save the texture data to the given file
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#endif