231 lines
4.6 KiB
C
231 lines
4.6 KiB
C
#include "texture.h"
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#include "render.h"
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#include <stdio.h>
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#include <stb_image.h>
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#include <stb_ds.h>
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#include "log.h"
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#include <math.h>
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#include "util.h"
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static struct {
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char *key;
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struct Texture *value;
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} *texhash = NULL;
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struct Texture *texture_pullfromfile(const char *path)
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{
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int index = shgeti(texhash, path);
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if (index != -1)
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return texhash[index].value;
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struct Texture *tex = calloc(1, sizeof(*tex));
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/* tex->path = malloc(strlen(path) + 1);
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strncpy(tex->path, path, strlen(path) + 1);
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*/
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tex->flipy = 0;
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tex->opts.sprite = 1;
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tex->opts.gamma = 0;
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tex->anim.frames = 1;
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tex->anim.ms = 1;
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int n;
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stbi_set_flip_vertically_on_load(0);
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unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4);
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if (stbi_failure_reason()) {
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YughLog(0, 3, "STBI failed to load file %s with message: %s",
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path, stbi_failure_reason());
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}
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tex->data = data;
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shput(texhash, path, tex);
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return tex;
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}
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char *tex_get_path(struct Texture *tex) {
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for (int i = 0; i < shlen(texhash); i++) {
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if (tex == texhash[i].value)
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return texhash[i].key;
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}
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return NULL;
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}
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struct Texture *texture_loadfromfile(const char *path)
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{
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struct Texture *new = texture_pullfromfile(path);
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glGenTextures(1, &new->id);
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tex_gpu_load(new);
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return new;
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}
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void tex_pull(struct Texture *tex)
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{
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int n;
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char *path = tex_get_path(tex);
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stbi_set_flip_vertically_on_load(0);
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tex->data = stbi_load(path, &tex->width, &tex->height, &n, 4);
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if (stbi_failure_reason())
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YughLog(0, 3, "STBI failed to load file %s with message: %s", path, stbi_failure_reason());
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}
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void tex_flush(struct Texture *tex)
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{
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free(tex->data);
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}
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void tex_gpu_reload(struct Texture *tex)
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{
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tex_gpu_free(tex);
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tex_gpu_load(tex);
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}
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void tex_free(struct Texture *tex)
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{
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free(tex->data);
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//free(tex->path);
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free(tex);
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}
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void tex_gpu_load(struct Texture *tex)
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{
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glBindTexture(GL_TEXTURE_2D, tex->id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->width, tex->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex->data);
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glGenerateMipmap(GL_TEXTURE_2D);
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if (tex->opts.sprite) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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void tex_incr_anim(struct TexAnimation *tex_anim)
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{
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anim_incr(tex_anim);
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if (!tex_anim->tex->anim.loop && tex_anim->frame == tex_anim->tex->anim.frames)
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anim_pause(tex_anim);
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}
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void anim_incr(struct TexAnimation *anim)
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{
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anim->frame = (anim->frame + 1) % anim->tex->anim.frames;
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tex_anim_calc_uv(anim);
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}
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void anim_decr(struct TexAnimation *anim)
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{
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anim->frame = (anim->frame + anim->tex->anim.frames - 1) % anim->tex->anim.frames;
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tex_anim_calc_uv(anim);
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}
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void tex_anim_set(struct TexAnimation *anim)
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{
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if (anim->playing) {
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timer_remove(anim->timer);
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anim->timer = timer_make(1.f / anim->tex->anim.ms, tex_incr_anim, anim);
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}
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tex_anim_calc_uv(anim);
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}
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void tex_gpu_free(struct Texture *tex)
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{
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if (tex->id != 0) {
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glDeleteTextures(1, &tex->id);
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tex->id = 0;
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}
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}
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void tex_anim_calc_uv(struct TexAnimation *anim)
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{
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struct Rect uv;
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uv.w = 1.f / anim->tex->anim.frames;
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uv.h = 1.f;
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uv.y = 0.f;
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uv.x = uv.w * (anim->frame);
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anim->uv = uv;
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}
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void tex_bind(struct Texture *tex)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id);
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}
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void anim_play(struct TexAnimation *anim)
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{
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if (anim->playing)
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return;
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if (anim->frame == anim->tex->anim.frames)
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anim->frame = 0;
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anim->playing = 1;
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if (anim->timer == NULL)
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anim->timer = timer_make(1.f / anim->tex->anim.ms, tex_incr_anim, anim);
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else
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timer_settime(anim->timer, 1.f/anim->tex->anim.ms);
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timer_start(anim->timer);
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}
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void anim_stop(struct TexAnimation *anim)
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{
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if (!anim->playing)
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return;
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anim->playing = 0;
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anim->frame = 0;
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anim->pausetime = 0;
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timer_stop(anim->timer);
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tex_anim_calc_uv(anim);
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}
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void anim_pause(struct TexAnimation *anim)
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{
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if (!anim->playing)
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return;
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anim->playing = 0;
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timer_pause(anim->timer);
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}
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void anim_fwd(struct TexAnimation *anim)
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{
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anim_incr(anim);
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}
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void anim_bkwd(struct TexAnimation *anim)
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{
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anim_decr(anim);
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}
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