prosperon/source/engine/texture.h
2024-10-03 23:35:40 -05:00

65 lines
1.9 KiB
C

#ifndef TEXTURE_H
#define TEXTURE_H
#include "sokol/sokol_gfx.h"
#include "HandmadeMath.h"
#include "render.h"
#include "sokol_app.h"
#include "sokol/util/sokol_imgui.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 */
simgui_image_t simgui;
int width;
int height;
HMM_Vec3 dimensions;
unsigned char *data;
int frames;
int *delays;
int vram;
};
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);
texture *texture_fromdata(void *raw, long size);
texture *texture_empty(int width, int height); // Make an empty texture
texture *texture_dup(texture *tex); // return an identical texture
texture *texture_scale(texture *tex, int width, int height); // dup and scale the texture
void texture_free(texture *tex);
void texture_offload(texture *tex); // Remove the data from this texture
void texture_load_gpu(texture *tex); // Upload this data to the GPU if it isn't already there. Replace it if it is.
int texture_write_pixel(texture *tex, int x, int y, struct rgba color);
int texture_fill(texture *tex, struct rgba color);
int texture_fill_rect(texture *tex, struct rect rect, struct rgba color);
int texture_blit(texture *dst, texture *src, struct rect dstrect, struct rect srcrect, int tile); // copies src into dst, using their respective squares, scaling if necessary
int texture_flip(texture *tex, int y);
void texture_save(texture *tex, const char *file); // save the texture data to the given file
#endif