#ifndef TEXTURE_H #define TEXTURE_H #include "timer.h" #define TEX_SPEC 0 #define TEX_NORM 1 #define TEX_HEIGHT 2 #define TEX_DIFF 3 /* 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 anim2d { int frame; int playing; int pausetime; struct timer *timer; struct TexAnim *anim; }; /* Describes an animation on a particular texture */ struct TexAnim { struct glrect *st_frames; /* Dynamic array of frames of animation */ int ms; struct Texture *tex; int loop; }; struct TextureOptions { int sprite; int mips; unsigned int gamma:1; int animation; }; struct Texture { unsigned int id; /* ID reference for the GPU memory location of the texture */ int width; int height; struct TextureOptions opts; struct TexAnim anim; }; struct Texture *texture_pullfromfile(const char *path); // Create texture from image struct Texture *texture_loadfromfile(const char *path); // Create texture & load to gpu void tex_gpu_reload(struct Texture *tex); // gpu_free then gpu_load void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu void tex_bind(struct Texture *tex); // Bind to gl context char * tex_get_path(struct Texture *tex); // Get image path for texture void anim_play(struct anim2d *anim); void anim_setframe(struct anim2d *anim, int frame); void anim_stop(struct anim2d *anim); void anim_pause(struct anim2d *anim); void anim_fwd(struct anim2d *anim); void anim_bkwd(struct anim2d *anim); void anim_incr(struct anim2d *anim); void anim_decr(struct anim2d *anim); void tex_incr_anim(struct anim2d *tex_anim); void tex_anim_set(struct anim2d *anim); struct glrect tex_get_rect(struct Texture *tex); struct glrect anim_get_rect(struct anim2d *anim); int anim_frames(struct TexAnim *a); #endif