prosperon/source/engine/texture.h
2023-02-13 14:30:35 +00:00

99 lines
2.5 KiB
C

#ifndef TEXTURE_H
#define TEXTURE_H
#include "timer.h"
#include <chipmunk/chipmunk.h>
#define TEX_SPEC 0
#define TEX_NORM 1
#define TEX_HEIGHT 2
#define TEX_DIFF 3
/* Normalized S,T coordinates for rendering */
struct glrect {
float s0;
float s1;
float t0;
float t1;
};
float st_s_w(struct glrect st);
float st_s_h(struct glrect st);
extern struct glrect ST_UNIT;
/* Pixel U,V coordiantes */
struct uvrect {
int u0;
int u1;
int v0;
int v1;
};
/* Tracks a playing animation */
/* Objects should keep this, and just change what TexAnim they are pointing to */
struct anim2d {
int frame;
int playing;
int pausetime;
struct timer *timer;
struct TexAnim *anim;
float size[2]; /* Current size of animation in pixels*/
};
/* Describes an animation on a particular texture */
struct TexAnim {
struct Texture *tex;
struct glrect *st_frames; /* Dynamic array of frames of animation */
int ms;
int loop;
};
struct TextureOptions {
int sprite;
int mips;
unsigned int gamma:1;
int animation;
};
/* Represents an actual texture on the GPU */
struct Texture {
unsigned int id; /* ID reference for the GPU memory location of the texture */
int width;
int height;
struct TextureOptions opts;
struct TexAnim anim;
};
struct Texture *texture_pullfromfile(const char *path); // Create texture from image
struct Texture *texture_loadfromfile(const char *path); // Create texture & load to gpu
struct Texture *str2tex(const char *path);
void tex_gpu_reload(struct Texture *tex); // gpu_free then gpu_load
void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu
void tex_bind(struct Texture *tex); // Bind to gl context
char * tex_get_path(struct Texture *tex); // Get image path for texture
struct TexAnim *anim2d_from_tex(const char *path, int frames, int fps);
void texanim_fromframes(struct TexAnim *anim, int frames);
void anim_load(struct anim2d *anim, const char *path); /* Load and start new animation */
void anim_calc(struct anim2d *anim);
void anim_play(struct anim2d *anim);
void anim_setframe(struct anim2d *anim, int frame);
void anim_stop(struct anim2d *anim);
void anim_pause(struct anim2d *anim);
void anim_fwd(struct anim2d *anim);
void anim_bkwd(struct anim2d *anim);
void anim_incr(struct anim2d *anim);
void anim_decr(struct anim2d *anim);
struct glrect tex_get_rect(struct Texture *tex);
cpVect tex_get_dimensions(struct Texture *tex);
struct glrect anim_get_rect(struct anim2d *anim);
int anim_frames(struct TexAnim *a);
#endif