yabadabadoo
[vg.git] / src / vg / vg_tex.h
index 33e074ef59b6736f8f45186028e8a4d78a8d6c56..7a434507ca7cb53541eb643c1a108521b1c03721 100644 (file)
@@ -1,9 +1,21 @@
 /* Copyright (C) 2021-2022 Harry Godden (hgn) - All Rights Reserved */
+#ifndef VG_TEX_H
+#define VG_TEX_H
+
+#include "vg/vg.h"
+#include "vg/vg_log.h"
 
 #define VG_TEXTURE_NO_MIP      0x1
 #define VG_TEXTURE_REPEAT      0x2
 #define VG_TEXTURE_CLAMP       0x4
 #define VG_TEXTURE_NEAREST     0x8
+#define VG_TEXTURE_ALLOCATED_INTERNAL 0x10
+
+/* TODO: Update this implementation */
+#define QOI_IMPLEMENTATION
+#define QOI_NO_STDIO
+
+#include "phoboslab/qoi.h"
 
 struct vg_tex2d
 {
@@ -17,8 +29,14 @@ struct vg_sprite
        v4f uv_xywh;
 };
 
-static void vg_tex2d_bind( vg_tex2d *tex, u32 id )
+VG_STATIC void vg_tex2d_bind( vg_tex2d *tex, u32 id )
 {
+   if( !(tex->flags & VG_TEXTURE_ALLOCATED_INTERNAL) )
+   {
+      vg_error( "Tried to use '%s' while unloaded!\n", tex->path );
+      return;
+   }
+
        glActiveTexture( GL_TEXTURE0 + id );
        glBindTexture( GL_TEXTURE_2D, tex->name );
 }
@@ -59,28 +77,43 @@ static inline void vg_tex2d_clamp(void)
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
 }
 
-static GLuint vg_tex2d_rgba( const char *path )
+VG_STATIC GLuint vg_tex2d_rgba( const char *path )
 {
-       i64 length;
-       u8 *src_data = vg_asset_read_s( path, &length );
-       
        GLuint texture_name;
        glGenTextures( 1, &texture_name );
        glBindTexture( GL_TEXTURE_2D, texture_name );
-       
-       if( src_data )
-       {
+
+   vg_linear_clear( vg_mem.scratch );
+   u32 size;
+   void *file = vg_file_read( vg_mem.scratch, path, &size );
+
+   if( file )
+   {
                qoi_desc info;
-               u8 *tex_buffer = qoi_decode( src_data, length, &info, 4 );
-               
-               glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 
-            0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
-               
-               free( tex_buffer );
-               free( src_data );
-       }
-       else
-       {
+               u8 *tex_buffer = qoi_decode( file, size, &info, 4 );
+
+      if( tex_buffer )
+      {
+         vg_info( "Texture decoded: [%u %u] %s\n", 
+                                       info.width, info.height, path );
+
+         glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 
+                       0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
+
+         /* TODO: pass through linear_alloc function */
+         QOI_FREE(tex_buffer);
+      }
+      else
+      {
+         vg_error( "File size: %u\n", size );
+         goto temp_error;
+      }
+   }
+   else
+   {
+temp_error:
+               vg_error( "Loading texture failed (%s)\n", path );
+
                u32 tex_err[4] =
                {
                        0xffff00ff,
@@ -89,17 +122,16 @@ static GLuint vg_tex2d_rgba( const char *path )
                        0xffff00ff
                };
        
-               vg_error( "Loading texture failed (%s)\n", path );
                glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 
-            0, GL_RGBA, GL_UNSIGNED_BYTE, tex_err );
-       }
-       
+                     0, GL_RGBA, GL_UNSIGNED_BYTE, tex_err );
+   }
+
        return texture_name;
 }
 
-static void vg_tex2d_init( vg_tex2d *textures[], int num )
+VG_STATIC void vg_tex2d_init( vg_tex2d *textures[], int num )
 {
-       for( int i = 0; i < num; i ++ )
+       for( int i=0; i<num; i ++ )
        {
                vg_tex2d *tex = textures[i];
                tex->name = vg_tex2d_rgba( tex->path );
@@ -125,13 +157,17 @@ static void vg_tex2d_init( vg_tex2d *textures[], int num )
                        vg_tex2d_clamp();
                else
                        vg_tex2d_repeat();
+
+      tex->flags |= VG_TEXTURE_ALLOCATED_INTERNAL;
        }
 }
 
-static void vg_tex2d_free( vg_tex2d *textures[], int num )
+VG_STATIC void vg_tex2d_free( vg_tex2d *textures[], int num )
 {
        for( int i = 0; i < num; i ++ )
        {
                glDeleteTextures( 1, &textures[i]->name );
        }
 }
+
+#endif /* VG_TEX_H */