266 lines
5.6 KiB
C
266 lines
5.6 KiB
C
#include "texture.h"
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#define STBI_FAILURE_USERMSG
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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 <GL/glew.h>
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#include <SDL_image.h>
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#include "log.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_loadfromfile(struct Texture *tex, 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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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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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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glGenTextures(1, &tex->id);
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uint8_t n;
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stbi_set_flip_vertically_on_load(0);
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tex->data = stbi_load(tex->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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tex->path, stbi_failure_reason());
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shput(texhash, tex->path, tex);
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tex_gpu_load(tex);
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return tex;
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}
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void tex_reload(struct Texture *tex)
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{
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tex_free(tex);
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tex_gpu_load(tex);
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}
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void tex_gpu_load(struct Texture *tex)
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{
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if (tex->anim.frames >= 0) {
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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,
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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,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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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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} else {
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glBindTexture(GL_TEXTURE_2D_ARRAY, tex->id);
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glTexImage3D(GL_TEXTURE_2D_ARRAY,
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0,
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GL_RGBA,
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tex->anim.dimensions[0],
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tex->anim.dimensions[1],
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tex->anim.frames, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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SDL_Surface *loadedSurface =
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SDL_CreateRGBSurfaceFrom(tex->data, tex->width, tex->height,
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32, (4 * tex->width),
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0x000000ff, 0x0000ff00, 0x00ff0000,
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0xff000000);
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SDL_Surface *tempSurface;
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tempSurface =
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SDL_CreateRGBSurfaceWithFormat(0, tex->anim.dimensions[0],
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tex->anim.dimensions[1], 32,
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SDL_PIXELFORMAT_RGBA32);
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SDL_Rect srcRect;
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srcRect.x = 0;
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srcRect.y = 0;
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srcRect.w = tex->anim.dimensions[0];
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srcRect.h = tex->anim.dimensions[1];
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for (int i = 0; i < tex->anim.frames; i++) {
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srcRect.x = i * srcRect.w;
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SDL_FillRect(tempSurface, NULL, 0x000000);
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TestSDLError(SDL_BlitSurface
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(loadedSurface, &srcRect, tempSurface, NULL));
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//SDL_UnlockSurface(tempSurface);
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i,
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tex->anim.dimensions[0],
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tex->anim.dimensions[1], 1, GL_RGBA,
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GL_UNSIGNED_BYTE, tempSurface->pixels);
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}
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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SDL_FreeSurface(loadedSurface);
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SDL_FreeSurface(tempSurface);
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}
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}
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Uint32 tex_incr_anim(Uint32 interval, 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
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&& tex_anim->frame == tex_anim->tex->anim.frames)
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anim_pause(tex_anim);
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return interval;
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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 =
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(anim->frame + anim->tex->anim.frames -
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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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SDL_RemoveTimer(anim->timer);
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anim->timer =
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SDL_AddTimer(floor(1000.f / anim->tex->anim.ms), tex_incr_anim,
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anim);
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}
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tex_anim_calc_uv(anim);
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}
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void tex_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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unsigned int powof2(unsigned int num)
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{
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if (num != 0) {
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num--;
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num |= (num >> 1);
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num |= (num >> 2);
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num |= (num >> 4);
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num |= (num >> 8);
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num |= (num >> 16);
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num++;
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}
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return num;
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}
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int ispow2(int num)
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{
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return (num && !(num & (num - 1)));
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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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SDL_RemoveTimer(anim->timer);
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anim->timer =
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SDL_AddTimer(floor(1000.f / anim->tex->anim.ms), tex_incr_anim,
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anim);
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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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SDL_RemoveTimer(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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SDL_RemoveTimer(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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