301 lines
6.2 KiB
C
301 lines
6.2 KiB
C
#include "texture.h"
|
|
|
|
#include <SDL2/SDL.h>
|
|
#include <stdio.h>
|
|
#include <stb_image.h>
|
|
#include <stb_ds.h>
|
|
#include <GL/glew.h>
|
|
#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);
|
|
}
|