#include "texture.h" #include "render.h" #include #include #include #include "log.h" #include #include "util.h" #include "sokol/sokol_gfx.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_notex() { return texture_pullfromfile("./icons/no_tex.png"); } /* If an empty string or null is put for path, loads default texture */ struct Texture *texture_pullfromfile(const char *path) { if (!path) return texture_notex(); int index = shgeti(texhash, path); if (index != -1) return texhash[index].value; YughInfo("Loading texture %s.", path); struct Texture *tex = calloc(1, sizeof(*tex)); tex->opts.sprite = 1; tex->opts.mips = 0; tex->opts.gamma = 0; int n; unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4); if (data == NULL) { YughError("STBI failed to load file %s with message: %s\nOpening default instead.", path, stbi_failure_reason()); return texture_notex(); } tex->data = data; int filter; if (tex->opts.sprite) { if (tex->opts.mips) filter = SG_FILTER_NEAREST_MIPMAP_NEAREST; else filter = SG_FILTER_NEAREST; } else { if (tex->opts.mips) filter = SG_FILTER_LINEAR_MIPMAP_LINEAR; else filter = SG_FILTER_LINEAR; } tex->id = sg_make_image(&(sg_image_desc){ .type = SG_IMAGETYPE_2D, .width = tex->width, .height = tex->height, .usage = SG_USAGE_IMMUTABLE, .min_filter = filter, .mag_filter = filter, .data.subimage[0][0] = { .ptr = data, .size = tex->width*tex->height*4 } }); if (shlen(texhash) == 0) sh_new_arena(texhash); shput(texhash, path, tex); return tex; } void texture_sync(const char *path) { YughWarn("Need to implement texture sync."); } 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->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); } struct TexAnim *anim2d_from_tex(const char *path, int frames, int fps) { struct TexAnim *anim = malloc(sizeof(*anim)); anim->tex = texture_loadfromfile(path); texanim_fromframes(anim, frames); anim->ms = (float)1/fps; return 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; } cpVect tex_get_dimensions(struct Texture *tex) { if (!tex) return cpvzero; cpVect d; d.x = tex->width; d.y = tex->height; return d; } 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 = id2timer(timer_make(1.f / anim->anim->ms, anim_incr, anim, 0)); 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); }