#include "texture.h" #include "render.h" #include #include #include #include "log.h" #include #include "util.h" static struct { char *key; struct Texture *value; } *texhash = NULL; struct Texture *texture_pullfromfile(const char *path) { int index = shgeti(texhash, path); if (index != -1) return texhash[index].value; struct Texture *tex = calloc(1, sizeof(*tex)); /* tex->path = malloc(strlen(path) + 1); strncpy(tex->path, path, strlen(path) + 1); */ tex->flipy = 0; tex->opts.sprite = 1; tex->opts.gamma = 0; tex->anim.frames = 1; tex->anim.ms = 1; int n; stbi_set_flip_vertically_on_load(0); unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4); if (stbi_failure_reason()) { YughLog(0, 3, "STBI failed to load file %s with message: %s", path, stbi_failure_reason()); } tex->data = data; shput(texhash, path, tex); return tex; } char *tex_get_path(struct Texture *tex) { for (int i = 0; i < shlen(texhash); i++) { if (tex == texhash[i].value) return texhash[i].key; } return NULL; } struct Texture *texture_loadfromfile(const char *path) { struct Texture *new = texture_pullfromfile(path); glGenTextures(1, &new->id); tex_gpu_load(new); return new; } void tex_pull(struct Texture *tex) { int n; char *path = tex_get_path(tex); stbi_set_flip_vertically_on_load(0); tex->data = stbi_load(path, &tex->width, &tex->height, &n, 4); if (stbi_failure_reason()) YughLog(0, 3, "STBI failed to load file %s with message: %s", path, stbi_failure_reason()); } void tex_flush(struct Texture *tex) { free(tex->data); } void tex_gpu_reload(struct Texture *tex) { tex_gpu_free(tex); tex_gpu_load(tex); } void tex_free(struct Texture *tex) { free(tex->data); //free(tex->path); free(tex); } void tex_gpu_load(struct Texture *tex) { glBindTexture(GL_TEXTURE_2D, tex->id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->width, tex->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex->data); glGenerateMipmap(GL_TEXTURE_2D); if (tex->opts.sprite) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } void tex_incr_anim(struct TexAnimation *tex_anim) { anim_incr(tex_anim); if (!tex_anim->tex->anim.loop && tex_anim->frame == tex_anim->tex->anim.frames) anim_pause(tex_anim); } void anim_incr(struct TexAnimation *anim) { anim->frame = (anim->frame + 1) % anim->tex->anim.frames; tex_anim_calc_uv(anim); } void anim_decr(struct TexAnimation *anim) { anim->frame = (anim->frame + anim->tex->anim.frames - 1) % anim->tex->anim.frames; tex_anim_calc_uv(anim); } void tex_anim_set(struct TexAnimation *anim) { if (anim->playing) { timer_remove(anim->timer); anim->timer = timer_make(1.f / anim->tex->anim.ms, tex_incr_anim, anim); } tex_anim_calc_uv(anim); } void tex_gpu_free(struct Texture *tex) { if (tex->id != 0) { glDeleteTextures(1, &tex->id); tex->id = 0; } } 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); anim->uv = uv; } void tex_bind(struct Texture *tex) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex->id); glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id); } void anim_play(struct TexAnimation *anim) { if (anim->playing) return; if (anim->frame == anim->tex->anim.frames) anim->frame = 0; anim->playing = 1; if (anim->timer == NULL) anim->timer = timer_make(1.f / anim->tex->anim.ms, tex_incr_anim, anim); else timer_settime(anim->timer, 1.f/anim->tex->anim.ms); timer_start(anim->timer); } void anim_stop(struct TexAnimation *anim) { if (!anim->playing) return; anim->playing = 0; anim->frame = 0; anim->pausetime = 0; timer_stop(anim->timer); tex_anim_calc_uv(anim); } void anim_pause(struct TexAnimation *anim) { if (!anim->playing) return; anim->playing = 0; timer_pause(anim->timer); } void anim_fwd(struct TexAnimation *anim) { anim_incr(anim); } void anim_bkwd(struct TexAnimation *anim) { anim_decr(anim); }