UV and ST

This commit is contained in:
John Alanbrook 2022-12-30 19:31:06 +00:00
parent daebe5c665
commit eadf3524ba
6 changed files with 62 additions and 61 deletions

View file

@ -869,12 +869,12 @@ void editor_asset_tex_gui(struct Texture *tex) {
if (old_frames != tex->anim.frames || old_ms != tex->anim.ms)
tex_anim_set(&tex_gui_anim);
nk_layout_row_static(ctx, tex->height*tex_scale*tex_gui_anim.uv.h, tex->width*tex_scale*tex_gui_anim.uv.w, 1);
nk_layout_row_static(ctx, tex->height*tex_scale*(tex_gui_anim.st.t1-tex_gui_anim.st.t0), tex->width*tex_scale*(tex_gui_anim.st.s1 - tex_gui_anim.st.s0), 1);
struct nk_rect r;
r.x = tex_gui_anim.uv.x*tex->width;
r.y = tex_gui_anim.uv.y*tex->height;
r.w = tex_gui_anim.uv.w*tex->width;
r.h = tex_gui_anim.uv.h*tex->height;
r.x = tex_gui_anim.st.s0*tex->width;
r.y = tex_gui_anim.st.t0*tex->height;
r.w = st_s_w(tex_gui_anim.st)*tex->width;
r.h = st_s_h(tex_gui_anim.st)*tex->height;
nk_image(ctx, nk_subimage_id(tex->id, tex->width, tex->height, r));
} else {

View file

@ -2,17 +2,11 @@
#define FONT_H
#include "mathc.h"
#include "texture.h"
struct shader;
struct window;
struct glrect {
float s0;
float s1;
float t0;
float t1;
};
/// Holds all state information relevant to a character as loaded using FreeType
struct Character {
mfloat_t Size[2]; // Size of glyph
@ -28,7 +22,7 @@ struct sFont {
uint32_t texID;
};
struct glrect runit = { 0.f, 1.f, 0.f, 1.f };
void font_init(struct shader *s);
void font_frame(struct window *w);

View file

@ -1,6 +1,5 @@
#include "sprite.h"
#include "timer.h"
#include "render.h"
#include "openglrender.h"
@ -87,16 +86,6 @@ void sprite_loadtex(struct sprite *sprite, const char *path)
sprite->tex = texture_loadfromfile(path);
}
void sprite_loadanim(struct sprite *sprite, const char *path, struct Anim2D anim)
{
sprite->tex = texture_loadfromfile(path);
sprite->anim = anim;
sprite->anim.timer = timer_make(sprite->anim.ms, &incrementAnimFrame, sprite);
/*
sprite->tex = texture_loadanimfromfile(sprite->tex, path, sprite->anim.frames, sprite->anim.dimensions);
*/
}
void sprite_settex(struct sprite *sprite, struct Texture *tex)
{
sprite->tex = tex;
@ -122,7 +111,13 @@ void sprite_initialize()
glEnableVertexAttribArray(0);
}
struct glrect sprite_get_rect(struct sprite *sprite) {
if (sprite->tex->opts.animation) {
} else {
return tex_get_rect(sprite->tex);
}
}
void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], float offset[2], struct glrect r) {
mfloat_t model[16] = { 0.f };
@ -173,11 +168,20 @@ void sprite_draw(struct sprite *sprite)
cpVect cpos = cpBodyGetPosition(sprite->go->body);
float pos[2] = {cpos.x, cpos.y};
if (sprite->tex->opts.animation) {
float size[2];
struct Anim2D *a = &sprite->anim;
a->frames = sprite->tex->anim.frames;
size[0] = sprite->tex->anim.dimensions[0];
size[1] = sprite->tex->anim.dimensions[1];
tex_draw(sprite->tex, pos, cpBodyGetAngle(sprite->go->body), size, sprite->pos, tex_get_rect(sprite->tex));
} else {
float size[2] = { sprite->size[0] * sprite->go->scale, sprite->size[1] * sprite->go->scale };
tex_draw(sprite->tex, pos, cpBodyGetAngle(sprite->go->body), size, sprite->pos, tex_get_rect(sprite->tex));
}
}
}
void gui_draw_img(const char *img, float x, float y) {
shader_use(spriteShader);

View file

@ -36,7 +36,6 @@ void sprite_delete(struct sprite *sprite);
void sprite_init(struct sprite *sprite, struct gameobject *go);
void sprite_io(struct sprite *sprite, FILE *f, int read);
void sprite_loadtex(struct sprite *sprite, const char *path);
void sprite_loadanim(struct sprite *sprite, const char *path, struct Anim2D anim);
void sprite_settex(struct sprite *sprite, struct Texture *tex);
void sprite_initialize();
void sprite_draw(struct sprite *sprite);

View file

@ -80,8 +80,6 @@ struct Texture *texture_loadfromfile(const char *path)
return new;
}
void tex_pull(struct Texture *tex)
{
if (tex->data != NULL)
@ -184,35 +182,19 @@ void tex_gpu_free(struct Texture *tex)
void tex_anim_calc_uv(struct TexAnimation *anim)
{
struct Rect uv;
uv.w = 1.f / anim->tex->anim.frames;
uv.h = 1.f;
uv.y = 0.f;
uv.x = uv.w * (anim->frame);
struct glrect st;
float w = 1.f / anim->tex->anim.frames;
st.s0 = w * (anim->frame);
st.s1 = st.s0 + w;
st.t0 = 0.f;
st.t1 = 1.f;
anim->uv = uv;
anim->st = st;
}
struct glrect tex_get_rect(struct Texture *tex)
{
if (tex->opts.animation) {
/*
tex_anim_calc_uv(tex->anim);
struct glrect ret;
ret.s0 = tex->anim.uv.x;
ret.s1 = tex->anim.uv.x + tex->anim.uv.w;
ret.t0 = tex->anim.uv.y;
ret.t1 = tex->anim.uv.y + tex->anim.uv.h;
*/
return runit;
} else {
return runit;
}
return runit;
return ST_UNIT;
}
void tex_bind(struct Texture *tex)
@ -271,4 +253,12 @@ void anim_bkwd(struct TexAnimation *anim)
anim_decr(anim);
}
float st_s_w(struct glrect st)
{
return (st.s1 - st.s0);
}
float st_s_h(struct glrect st)
{
return (st.t1 - st.t0);
}

View file

@ -2,30 +2,44 @@
#define TEXTURE_H
#include "timer.h"
#include "font.h"
#define TEX_SPEC 0
#define TEX_NORM 1
#define TEX_HEIGHT 2
#define TEX_DIFF 3
struct Rect {
float x;
float y;
float w;
float h;
/* 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 }
/* Pixel U,V coordiantes */
struct uvrect {
int u0;
int u1;
int v0;
int v1;
};
/* Tracks a playing animation */
struct TexAnimation {
int frame;
int playing;
int pausetime;
struct timer *timer;
struct Rect uv;
struct glrect st; /* Current ST coordinates for active frame */
struct Texture *tex;
};
/* Describes an animation on a particular texture */
struct TexAnim {
int frames;
int dimensions[2];