#include "texture.h" #include "render.h" #include #include #include #include "log.h" #include #include "util.h" #include "parson.h" struct glrect ST_UNIT = { 0.f, 1.f, 0.f, 1.f }; static struct { char *key; struct Texture *value; } *texhash = NULL; struct Texture *tex_default; 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)); /* Find texture's asset; otherwise load default asset */ JSON_Value *rv = json_parse_file("texture.asset"); JSON_Object *ro = json_value_get_object(rv); tex->opts.sprite = json_object_get_boolean(ro, "sprite"); tex->opts.mips = json_object_get_boolean(ro, "mips"); json_value_free(rv); tex->opts.gamma = 0; tex->anim.ms = 2; tex->anim.tex = tex; texanim_fromframes(&tex->anim, 2); tex->anim.loop = 1; int n; unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4); while (data == NULL) { YughError("STBI failed to load file %s with message: %s", path, stbi_failure_reason()); return NULL; } glGenTextures(1, &tex->id); glBindTexture(GL_TEXTURE_2D, tex->id); GLenum fmt; switch (n) { case 1: fmt = GL_RED; break; case 2: fmt = GL_RG; break; case 3: fmt = GL_RGB; break; case 4: fmt = GL_RGBA; break; } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->width, tex->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); if (tex->opts.mips) 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); stbi_image_free(data); if (shlen(texhash) == 0) sh_new_arena(texhash); 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) { YughInfo("Found key %s", texhash[i].key); return texhash[i].key; } } return NULL; } struct Texture *texture_loadfromfile(const char *path) { struct Texture *new = texture_pullfromfile(path); if (new == NULL) { YughError("Texture %s not loaded! Loading the default instead ...", path); new = texture_pullfromfile("./ph.png"); } if (new->id == 0) { glGenTextures(1, &new->id); //tex_gpu_load(new); YughInfo("Loaded texture path %s", path); } return new; } void tex_gpu_reload(struct Texture *tex) { tex_gpu_free(tex); //tex_gpu_load(tex); } void anim_calc(struct anim2d *anim) { anim->size[0] = anim->anim->tex->width * st_s_w(anim->anim->st_frames[anim->frame]); anim->size[1] = anim->anim->tex->height * st_s_h(anim->anim->st_frames[anim->frame]); } void anim_incr(struct anim2d *anim) { anim->frame = (anim->frame + 1) % arrlen(anim->anim->st_frames); if (!anim->anim->loop && anim->frame == arrlen(anim->anim->st_frames)) anim_pause(anim); anim_calc(anim); } void anim_decr(struct anim2d *anim) { anim->frame = (anim->frame + arrlen(anim->anim->st_frames) - 1) % arrlen(anim->anim->st_frames); anim_calc(anim); } struct glrect anim_get_rect(struct anim2d *anim) { return anim->anim->st_frames[anim->frame]; } void anim_setframe(struct anim2d *anim, int frame) { anim->frame = frame; anim_calc(anim); } void texanim_fromframes(struct TexAnim *anim, int frames) { if (anim->st_frames) free(anim->st_frames); arrsetlen(anim->st_frames, frames); float width = (float)1/frames; for (int i = 0; i < frames; i++) { anim->st_frames[i].s0 = width*i; anim->st_frames[i].s1 = width*(i+1); anim->st_frames[i].t0 = 0.f; anim->st_frames[i].t1 = 1.f; } } void tex_gpu_free(struct Texture *tex) { if (tex->id != 0) { glDeleteTextures(1, &tex->id); tex->id = 0; } } int anim_frames(struct TexAnim *a) { return arrlen(a->st_frames); } struct glrect tex_get_rect(struct Texture *tex) { return ST_UNIT; } void tex_bind(struct Texture *tex) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex->id); glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id); } /********************** ANIM2D ****************/ void anim_load(struct anim2d *anim, const char *path) { anim->anim = &texture_pullfromfile(path)->anim; anim->anim->tex->opts.animation = 1; anim_stop(anim); anim_play(anim); } void anim_play(struct anim2d *anim) { if (anim->playing) return; if (anim->frame == anim_frames(anim->anim)) anim->frame = 0; anim->playing = 1; if (anim->timer == NULL) anim->timer = timer_make(1.f / anim->anim->ms, anim_incr, anim); else timerr_settime(anim->timer, 1.f/anim->anim->ms); timer_start(anim->timer); } void anim_stop(struct anim2d *anim) { if (!anim->playing) return; anim->playing = 0; anim->frame = 0; anim->pausetime = 0; timer_stop(anim->timer); } void anim_pause(struct anim2d *anim) { if (!anim->playing) return; anim->playing = 0; timer_pause(anim->timer); } void anim_fwd(struct anim2d *anim) { anim_incr(anim); } void anim_bkwd(struct anim2d *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); }