cross compile build script
[fishladder.git] / vg / vg_tex.h
index 742493b5720d8bfc4a873f864c9b209deb3ecee8..4c14540ca431a4b5404534dc5d44f27938e04467 100644 (file)
@@ -1,5 +1,28 @@
 // Copyright (C) 2021 Harry Godden (hgn) - All Rights Reserved
 
+#define VG_TEXTURE_NO_MIP      0x1
+#define VG_TEXTURE_REPEAT      0x2
+#define VG_TEXTURE_CLAMP       0x4
+#define VG_TEXTURE_NEAREST     0x8
+
+struct vg_tex2d
+{
+       const char *path;
+       u32 flags;
+       GLuint name;
+};
+
+struct vg_sprite
+{
+       v4f uv_xywh;
+};
+
+static void vg_tex2d_bind( vg_tex2d *tex, u32 id )
+{
+       glActiveTexture( GL_TEXTURE0 + id );
+       glBindTexture( GL_TEXTURE_2D, tex->name );
+}
+
 static inline void vg_tex2d_mipmap(void) 
 { 
        glGenerateMipmap( GL_TEXTURE_2D );
@@ -37,9 +60,6 @@ static inline void vg_tex2d_clamp(void)
 
 static GLuint vg_tex2d_rgba( const char *path )
 {
-       int x,y,nc;
-       stbi_set_flip_vertically_on_load( 1 );
-
        i64 length;
        u8 *src_data = vg_asset_read_s( path, &length );
        
@@ -49,8 +69,10 @@ static GLuint vg_tex2d_rgba( const char *path )
        
        if( src_data )
        {
-               u8 *tex_buffer = stbi_load_from_memory( src_data, length, &x, &y, &nc, 4 );
-               glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
+               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 );
@@ -71,3 +93,42 @@ static GLuint vg_tex2d_rgba( const char *path )
        
        return texture_name;
 }
+
+static void vg_tex2d_init( vg_tex2d *textures[], int num )
+{
+       for( int i = 0; i < num; i ++ )
+       {
+               vg_tex2d *tex = textures[i];
+               tex->name = vg_tex2d_rgba( tex->path );
+               if( !(tex->flags & VG_TEXTURE_NO_MIP) )
+                       vg_tex2d_mipmap();
+
+               if( tex->flags & VG_TEXTURE_NEAREST )
+               {
+                       if( tex->flags & VG_TEXTURE_NO_MIP )
+                               vg_error( "Invalid texture settings\n" );
+                       else
+                               vg_tex2d_nearest();
+               }
+               else
+               {
+                       if( tex->flags & VG_TEXTURE_NO_MIP )
+                               vg_tex2d_linear();
+                       else
+                               vg_tex2d_linear_mipmap();
+               }
+               
+               if( tex->flags & VG_TEXTURE_CLAMP )
+                       vg_tex2d_clamp();
+               else
+                       vg_tex2d_repeat();
+       }
+}
+
+static void vg_tex2d_free( vg_tex2d *textures[], int num )
+{
+       for( int i = 0; i < num; i ++ )
+       {
+               glDeleteTextures( 1, &textures[i]->name );
+       }
+}