2024-09-16 13:17:00 +00:00
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#ifndef TWN_TEXTURES_C_H
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#define TWN_TEXTURES_C_H
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2024-07-12 18:10:25 +00:00
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2024-09-16 06:07:01 +00:00
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#include "twn_util.h"
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#include "twn_texture_modes.h"
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#include "rendering/twn_gpu_texture_c.h"
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#include <SDL2/SDL.h>
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#include <stb_rect_pack.h>
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#include <stdbool.h>
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2024-09-23 17:43:16 +00:00
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typedef struct Texture {
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Rect srcrect; /* position in atlas */
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SDL_Surface *data; /* original image data */
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int atlas_index;
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GPUTexture loner_texture; /* stored directly for loners, == 0 means atlas_index should be used */
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GPUTexture repeating_texture; /* separately allocated Texture, for loners == loner_texture */
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enum TextureMode mode;
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} Texture;
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typedef struct TextureCacheItem {
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char *key;
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struct Texture value;
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} TextureCacheItem;
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typedef struct TextureCache {
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SDL_Window *window; /* from context */
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struct TextureCacheItem *hash;
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stbrp_node *node_buffer; /* used internally by stb_rect_pack */
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SDL_Surface **atlas_surfaces;
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GPUTexture *atlas_textures; /* shared by atlas textures */
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int atlas_index; /* atlas that is currently being built */
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bool is_dirty; /* current atlas needs to be recreated */
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} TextureCache;
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2024-07-30 15:31:38 +00:00
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/* type safe structure for persistent texture handles */
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typedef struct TextureKey { uint16_t id; } TextureKey;
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/* tests whether given key structure corresponds to any texture */
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#define m_texture_key_is_valid(p_key) ((p_key).id != (uint16_t)-1)
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void textures_cache_init(struct TextureCache *cache, SDL_Window *window);
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void textures_cache_deinit(struct TextureCache *cache);
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/* for debugging */
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void textures_dump_atlases(struct TextureCache *cache);
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/* loads an image if it isn't in the cache, otherwise a no-op. */
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/* can be called from anywhere at any time after init, useful if you want to */
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/* preload textures you know will definitely be used */
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// void textures_load(struct texture_cache *cache, const char *path);
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/* repacks the current texture atlas based on the texture cache if needed */
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/* any previously returned srcrect results are invalidated after that */
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/* call it every time before rendering */
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void textures_update_atlas(TextureCache *cache);
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/* returns a persistent handle to some texture in cache, loading it if needed */
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/* check the result with m_texture_key_is_valid() */
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TextureKey textures_get_key(TextureCache *cache, const char *path);
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/* returns a rect in a texture cache of the given key */
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Rect textures_get_srcrect(const TextureCache *cache, TextureKey key);
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/* returns a rect of dimensions of the whole texture (whole atlas) */
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Rect textures_get_dims(const TextureCache *cache, TextureKey key);
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/* returns an identifier that is equal for all textures placed in the same atlas */
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int32_t textures_get_atlas_id(const TextureCache *cache, TextureKey key);
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void textures_bind(const TextureCache *cache, TextureKey key);
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void textures_bind_repeating(const TextureCache *cache, TextureKey key);
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/* returns helpful information about contents of alpha channel in given texture */
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TextureMode textures_get_mode(const TextureCache *cache, TextureKey key);
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/* returns the number of atlases in the cache */
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size_t textures_get_num_atlases(const TextureCache *cache);
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2024-08-26 21:33:37 +00:00
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/* TODO: should recieve texture_cache, get_key optimization cache should be cleared some other way */
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void textures_reset_state(void);
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#endif
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