prosperon/source/engine/texture.c
2021-12-01 03:29:18 +00:00

266 lines
5.6 KiB
C

#include "texture.h"
#define STBI_FAILURE_USERMSG
#include <stdio.h>
#include <stb_image.h>
#include <stb_ds.h>
#include <GL/glew.h>
#include <SDL_image.h>
#include "log.h"
static struct {
char *key;
struct Texture *value;
} *texhash = NULL;
struct Texture *texture_loadfromfile(struct Texture *tex, const char *path)
{
int index = shgeti(texhash, path);
if (index != -1)
return texhash[index].value;
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;
glGenTextures(1, &tex->id);
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());
shput(texhash, tex->path, tex);
tex_gpu_load(tex);
return tex;
}
void tex_reload(struct Texture *tex)
{
tex_free(tex);
tex_gpu_load(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_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);
}