prosperon/source/engine/texture.c

254 lines
4.9 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 *tex_default;
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->opts.sprite = 1;
tex->opts.gamma = 0;
tex->anim.ms = 1;
int n;
unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4);
while (data == NULL) {
YughError("STBI failed to load file %s with message: %s", path, stbi_failure_reason());
return NULL;
}
glGenTextures(1, &tex->id);
glBindTexture(GL_TEXTURE_2D, tex->id);
GLenum fmt;
switch (n) {
case 1:
fmt = GL_RED;
break;
case 2:
fmt = GL_RG;
break;
case 3:
fmt = GL_RGB;
break;
case 4:
fmt = GL_RGBA;
break;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->width, tex->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 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);
stbi_image_free(data);
if (shlen(texhash) == 0)
sh_new_arena(texhash);
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) {
YughInfo("Found key %s", texhash[i].key);
return texhash[i].key;
}
}
return NULL;
}
struct Texture *texture_loadfromfile(const char *path)
{
struct Texture *new = texture_pullfromfile(path);
if (new == NULL) {
YughError("Texture %s not loaded! Loading the default instead ...", path);
new = texture_pullfromfile("./ph.png");
}
if (new->id == 0) {
glGenTextures(1, &new->id);
//tex_gpu_load(new);
YughInfo("Loaded texture path %s", path);
}
return new;
}
void tex_gpu_reload(struct Texture *tex)
{
tex_gpu_free(tex);
//tex_gpu_load(tex);
}
void tex_incr_anim(struct TexAnimation *tex_anim)
{
anim_incr(tex_anim);
if (!tex_anim->loop && tex_anim->frame == arrlen(tex_anim->anim->st_frames))
anim_pause(tex_anim);
}
void anim_incr(struct TexAnimation *anim)
{
anim->frame = (anim->frame + 1) % arrlen(anim->anim->st_frames);
//tex_anim_calc_uv(anim);
}
void anim_decr(struct TexAnimation *anim)
{
anim->frame = (anim->frame + arrlen(anim->anim->st_frames) - 1) % arrlen(anim->anim->st_frames);
//tex_anim_calc_uv(anim);
}
struct glrect anim_get_rect(struct TexAnimation *anim)
{
return anim->anim->st_frames[anim->frame];
}
void anim_setframe(struct TexAnimation *anim, int frame)
{
anim->frame = frame;
//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->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;
}
}
int anim_frames(struct TexAnim *a)
{
return arrlen(a->st_frames);
}
struct glrect tex_get_rect(struct Texture *tex)
{
return ST_UNIT;
}
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_frames(anim->anim))
anim->frame = 0;
anim->playing = 1;
if (anim->timer == NULL)
anim->timer = timer_make(1.f / anim->anim->ms, tex_incr_anim, anim);
else
timerr_settime(anim->timer, 1.f/anim->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);
}
float st_s_w(struct glrect st)
{
return (st.s1 - st.s0);
}
float st_s_h(struct glrect st)
{
return (st.t1 - st.t0);
}