#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 *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)); 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); while (data == NULL) { YughError("STBI failed to load file %s with message: %s", path, stbi_failure_reason()); return NULL; } tex->data = data; if (shlen(texhash) == 0) sh_new_arena(texhash); shput(texhash, path, tex); tex->id = 0; 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_pull(struct Texture *tex) { if (tex->data != NULL) tex_flush(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 (tex->data == NULL) YughError("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 anim_setframe(struct TexAnimation *anim, int frame) { anim->frame = frame; 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; } struct glrect tex_get_rect(struct Texture *tex) { if (tex->opts.animation) { /* tex_anim_calc_uv(tex->anim); struct glrect ret; ret.s0 = tex->anim.uv.x; ret.s1 = tex->anim.uv.x + tex->anim.uv.w; ret.t0 = tex->anim.uv.y; ret.t1 = tex->anim.uv.y + tex->anim.uv.h; */ return runit; } else { return runit; } return runit; } 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 timerr_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); }