#include "texture.h" #include #include #include #include #include #include "log.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", tex->path, stbi_failure_reason()); } tex->data = data; shput(texhash, tex->path, tex); glGenTextures(1, &tex->id); return tex; } struct Texture *texture_loadfromfile(const char *path) { struct Texture *new = texture_pullfromfile(path); tex_gpu_load(new); return new; } void tex_pull(struct Texture *tex) { uint8_t n; stbi_set_flip_vertically_on_load(0); tex->data = stbi_load(tex->path, &tex->width, &tex->height, &n, 4); if (stbi_failure_reason()) YughLog(0, 3, "STBI failed to load file %s with message: %s", tex->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) { if (tex->anim.frames >= 0) { 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); } else { glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, tex->anim.dimensions[0], tex->anim.dimensions[1], tex->anim.frames, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); SDL_Surface *loadedSurface = SDL_CreateRGBSurfaceFrom(tex->data, tex->width, tex->height, 32, (4 * tex->width), 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000); SDL_Surface *tempSurface; tempSurface = SDL_CreateRGBSurfaceWithFormat(0, tex->anim.dimensions[0], tex->anim.dimensions[1], 32, SDL_PIXELFORMAT_RGBA32); SDL_Rect srcRect; srcRect.x = 0; srcRect.y = 0; srcRect.w = tex->anim.dimensions[0]; srcRect.h = tex->anim.dimensions[1]; for (int i = 0; i < tex->anim.frames; i++) { srcRect.x = i * srcRect.w; SDL_FillRect(tempSurface, NULL, 0x000000); TestSDLError(SDL_BlitSurface (loadedSurface, &srcRect, tempSurface, NULL)); //SDL_UnlockSurface(tempSurface); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, tex->anim.dimensions[0], tex->anim.dimensions[1], 1, GL_RGBA, GL_UNSIGNED_BYTE, tempSurface->pixels); } glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); SDL_FreeSurface(loadedSurface); SDL_FreeSurface(tempSurface); } } Uint32 tex_incr_anim(Uint32 interval, 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); return interval; } 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) { SDL_RemoveTimer(anim->timer); anim->timer = SDL_AddTimer(floor(1000.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; } unsigned int powof2(unsigned int num) { if (num != 0) { num--; num |= (num >> 1); num |= (num >> 2); num |= (num >> 4); num |= (num >> 8); num |= (num >> 16); num++; } return num; } int ispow2(int num) { return (num && !(num & (num - 1))); } 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; SDL_RemoveTimer(anim->timer); anim->timer = SDL_AddTimer(floor(1000.f / anim->tex->anim.ms), tex_incr_anim, anim); } void anim_stop(struct TexAnimation *anim) { if (!anim->playing) return; anim->playing = 0; anim->frame = 0; anim->pausetime = 0; SDL_RemoveTimer(anim->timer); tex_anim_calc_uv(anim); } void anim_pause(struct TexAnimation *anim) { if (!anim->playing) return; anim->playing = 0; SDL_RemoveTimer(anim->timer); } void anim_fwd(struct TexAnimation *anim) { anim_incr(anim); } void anim_bkwd(struct TexAnimation *anim) { anim_decr(anim); }