textures.c: fix regressions for loner textures
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bd53a931c0
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7218acb40b
@ -11,20 +11,20 @@ static void ingame_tick(struct state *state) {
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world_drawdef(scn->world);
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player_calc(scn->player);
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unfurl_triangle("/assets/player/baron-walk.png",
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unfurl_triangle("/assets/big-violet.png",
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(t_fvec3){ -1, -1, 0 },
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(t_fvec3){ 1, -1, 0 },
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(t_fvec3){ 1, 1, 0 },
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(t_shvec2){ 0, 0 },
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(t_shvec2){ 48, 0 },
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(t_shvec2){ 48, 48 });
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(t_shvec2){ 2048, 0 },
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(t_shvec2){ 2048, 2048 });
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unfurl_triangle("/assets/player/baron-walk.png",
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unfurl_triangle("/assets/big-violet.png",
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(t_fvec3){ 1, 1, 0 },
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(t_fvec3){ -1, 1, 0 },
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(t_fvec3){ -1, -1, 0 },
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(t_shvec2){ 48, 48 },
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(t_shvec2){ 0, 48 },
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(t_shvec2){ 2048, 2048 },
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(t_shvec2){ 0, 2048 },
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(t_shvec2){ 0, 0 });
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}
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@ -25,8 +25,7 @@ struct texture_cache_item {
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struct texture_cache {
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/* from context */
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SDL_Window *window;
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SDL_Window *window; /* from context */
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struct texture_cache_item *hash;
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@ -34,7 +33,7 @@ struct texture_cache {
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SDL_Surface **atlas_surfaces;
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GLuint *atlas_textures; /* shared by atlas textures */
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int atlas_index;
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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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};
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@ -537,7 +537,6 @@ void render(void) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glRotatef(60, 1, 0, 0);
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glEnable(GL_CULL_FACE);
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glDepthFunc(GL_LESS);
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@ -125,6 +125,7 @@ static void upload_texture_from_surface(GLuint texture, SDL_Surface *surface) {
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static void recreate_current_atlas_texture(struct texture_cache *cache) {
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/* TODO: figure out if SDL_UpdateTexture alone is faster than blitting */
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/* TODO: should surfaces be freed after they cannot be referenced in atlas builing? */
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SDL_Surface *atlas_surface = cache->atlas_surfaces[cache->atlas_index];
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/* clear */
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@ -132,9 +133,14 @@ static void recreate_current_atlas_texture(struct texture_cache *cache) {
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/* blit the texture surfaces onto the atlas */
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for (size_t i = 0; i < shlenu(cache->hash); ++i) {
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/* skip all that aren't part of currently built one */
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if (cache->hash[i].value.atlas_index != cache->atlas_index)
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continue;
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/* skip loners */
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if (cache->hash[i].value.loner_texture != 0)
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continue;
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SDL_BlitSurface(cache->hash[i].value.data,
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NULL,
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atlas_surface,
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@ -155,7 +161,10 @@ static void recreate_current_atlas_texture(struct texture_cache *cache) {
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static stbrp_rect *create_rects_from_cache(struct texture_cache *cache) {
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stbrp_rect *rects = NULL;
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for (size_t i = 0; i < shlenu(cache->hash); ++i) {
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SDL_Surface *surface_data = cache->hash[i].value.data;
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if (cache->hash[i].value.loner_texture != 0)
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continue;
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const SDL_Surface *surface_data = cache->hash[i].value.data;
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stbrp_rect new_rect = {
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.w = surface_data->w,
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.h = surface_data->h,
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@ -293,7 +302,7 @@ static t_texture_key textures_load(struct texture_cache *cache, const char *path
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new_texture.data = surface;
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/* it's a "loner texture," it doesn't fit in an atlas so it's not in one */
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if (surface->w > TEXTURE_ATLAS_SIZE || surface->h > TEXTURE_ATLAS_SIZE) {
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if (surface->w >= TEXTURE_ATLAS_SIZE || surface->h >= TEXTURE_ATLAS_SIZE) {
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new_texture.loner_texture = new_gl_texture();
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upload_texture_from_surface(new_texture.loner_texture, surface);
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new_texture.srcrect = (t_rect) { .w = surface->w, .h = surface->h };
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