#ifndef TEXTURE_H #define TEXTURE_H #include "sokol/sokol_gfx.h" #include "HandmadeMath.h" #include "render.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 */ int width; int height; unsigned char *data; int frames; int *delays; }; 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); void texture_free(texture *tex); struct texture *texture_fromdata(void *raw, long size); texture *texture_empty(int width, int height, int n); void texture_blit(texture *dest, texture *src, int x, int y, int w, int h); void texture_flip(texture *tex, int y); void texture_save(texture *tex, const char *file); double perlin(double x, double y, double z); #endif