#ifndef TEXTURE_H #define TEXTURE_H #include "sokol/sokol_gfx.h" #include "HandmadeMath.h" #include "render.h" #include "stb_rect_pack.h"; #include "sokol_app.h" #include "sokol/util/sokol_imgui.h" #define TEX_SPEC 0 #define TEX_NORM 1 #define TEX_HEIGHT 2 #define TEX_DIFF 3 #define FILTER_NEAREST SG_FILTER_NEAREST #define FILTER_NONE SG_FILTER_NONE #define FILTER_LINEAR SG_FILTER_LINEAR extern struct rect ST_UNIT; /* Represents an actual texture on the GPU */ struct texture { sg_image id; /* ID reference for the GPU memory location of the texture */ simgui_image_t simgui; int width; int height; HMM_Vec3 dimensions; unsigned char *data; int frames; int *delays; int vram; }; typedef struct texture texture; typedef struct img_sampler{ int wrap_u; int wrap_v; int wrap_w; int min_filter; int mag_filter; int mip_filter; } img_sampler; texture *texture_from_file(const char *path); 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 void texture_free(texture *tex); 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. int texture_write_pixel(texture *tex, int x, int y, struct rgba color); int texture_fill(texture *tex, struct rgba color); int texture_fill_rect(texture *tex, struct rect rect, struct rgba color); 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 #endif