prosperon/source/engine/texture.c
2022-08-24 17:24:21 +00:00

231 lines
4.6 KiB
C

#include "texture.h"
#include "render.h"
#include <stdio.h>
#include <stb_image.h>
#include <stb_ds.h>
#include "log.h"
#include <math.h>
#include "util.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",
path, stbi_failure_reason());
}
tex->data = data;
shput(texhash, path, tex);
return tex;
}
char *tex_get_path(struct Texture *tex) {
for (int i = 0; i < shlen(texhash); i++) {
if (tex == texhash[i].value)
return texhash[i].key;
}
return NULL;
}
struct Texture *texture_loadfromfile(const char *path)
{
struct Texture *new = texture_pullfromfile(path);
glGenTextures(1, &new->id);
tex_gpu_load(new);
return new;
}
void tex_pull(struct Texture *tex)
{
int n;
char *path = tex_get_path(tex);
stbi_set_flip_vertically_on_load(0);
tex->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", 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)
{
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);
}
void tex_incr_anim(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);
}
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) {
timer_remove(anim->timer);
anim->timer = timer_make(1.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;
}
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;
if (anim->timer == NULL)
anim->timer = timer_make(1.f / anim->tex->anim.ms, tex_incr_anim, anim);
else
timer_settime(anim->timer, 1.f/anim->tex->anim.ms);
timer_start(anim->timer);
}
void anim_stop(struct TexAnimation *anim)
{
if (!anim->playing)
return;
anim->playing = 0;
anim->frame = 0;
anim->pausetime = 0;
timer_stop(anim->timer);
tex_anim_calc_uv(anim);
}
void anim_pause(struct TexAnimation *anim)
{
if (!anim->playing)
return;
anim->playing = 0;
timer_pause(anim->timer);
}
void anim_fwd(struct TexAnimation *anim)
{
anim_incr(anim);
}
void anim_bkwd(struct TexAnimation *anim)
{
anim_decr(anim);
}