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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
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extern struct rect ST_UNIT ;
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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 */
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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} ;
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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 ) ;
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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
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void texture_free ( texture * tex ) ;
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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 ) ;
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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