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#ifndef TEXTURE_H
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#define TEXTURE_H
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2022-02-06 10:14:57 -06:00
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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
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#define TEX_NORM 1
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#define TEX_HEIGHT 2
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#define TEX_DIFF 3
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/* Normalized S,T coordinates for rendering */
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struct glrect {
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float s0;
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float s1;
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float t0;
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float t1;
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};
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float st_s_w(struct glrect st);
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float st_s_h(struct glrect st);
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extern struct glrect ST_UNIT;
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/* Pixel U,V coordiantes */
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struct uvrect {
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int u0;
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int u1;
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int v0;
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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;
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int playing;
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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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};
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struct TextureOptions {
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int sprite;
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int mips;
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unsigned int gamma:1;
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int animation;
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};
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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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int width;
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int height;
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unsigned char *data;
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struct TextureOptions opts;
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struct TexAnim anim;
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};
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struct Texture *texture_pullfromfile(const char *path); // Create texture from image
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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
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void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu
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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);
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void anim_setframe(struct anim2d *anim, int frame);
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void anim_stop(struct anim2d *anim);
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void anim_pause(struct anim2d *anim);
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void anim_fwd(struct anim2d *anim);
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void anim_bkwd(struct anim2d *anim);
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void anim_incr(struct anim2d *anim);
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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
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