Refactor, GLFW->SDL
[vg.git] / src / vg / vg_tex.h
diff --git a/src/vg/vg_tex.h b/src/vg/vg_tex.h
deleted file mode 100644 (file)
index 0896b75..0000000
+++ /dev/null
@@ -1,198 +0,0 @@
-/* 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
-
-VG_STATIC void *vg_qoi_malloc( size_t size )
-{
-   return vg_linear_alloc( vg_mem.scratch, size );
-}
-
-VG_STATIC void vg_qoi_free( void *ptr )
-{
-   
-}
-
-#define QOI_IMPLEMENTATION
-#define QOI_NO_STDIO
-#define QOI_MALLOC(sz) vg_qoi_malloc( sz )
-#define QOI_FREE(p) vg_qoi_free( p )
-
-#include "phoboslab/qoi.h"
-
-struct vg_tex2d
-{
-       const char *path;
-       u32 flags;
-       GLuint name;
-};
-
-struct vg_sprite
-{
-       v4f uv_xywh;
-};
-
-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 );
-}
-
-static inline void vg_tex2d_mipmap(void) 
-{ 
-       glGenerateMipmap( GL_TEXTURE_2D );
-}
-
-static inline void vg_tex2d_linear(void)
-{
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-}
-
-static inline void vg_tex2d_nearest(void)
-{
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
-}
-
-static inline void vg_tex2d_linear_mipmap(void)
-{
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
-         GL_LINEAR_MIPMAP_LINEAR );
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-}
-
-static inline void vg_tex2d_repeat(void)
-{
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-}
-
-static inline void vg_tex2d_clamp(void)
-{
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
-       glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-}
-
-VG_STATIC GLuint vg_tex2d_new(void)
-{
-       GLuint texture_name;
-       glGenTextures( 1, &texture_name );
-       glBindTexture( GL_TEXTURE_2D, texture_name );
-
-   return texture_name;
-}
-
-VG_STATIC void vg_tex2d_set_error(void)
-{
-   u32 tex_err[4] =
-   {
-      0xffff00ff,
-      0xff000000,
-      0xff000000,
-      0xffff00ff
-   };
-
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 
-                  0, GL_RGBA, GL_UNSIGNED_BYTE, tex_err );
-}
-
-VG_STATIC void vg_tex2d_qoi( void *mem, u32 size, const char *name )
-{
-   qoi_desc info;
-   u8 *tex_buffer = qoi_decode( mem, size, &info, 4 );
-
-   if( tex_buffer )
-   {
-      vg_info( "Texture decoded: [%u %u] %s\n", 
-                                    info.width, info.height, name );
-
-      glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, info.width, info.height, 
-                    0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer );
-
-      QOI_FREE(tex_buffer);
-   }
-   else
-   {
-      vg_error( "File size: %u\n", size );
-      vg_tex2d_set_error();
-   }
-}
-
-VG_STATIC GLuint vg_tex2d_rgba( const char *path )
-{
-   GLuint texture_name = vg_tex2d_new();
-
-   vg_linear_clear( vg_mem.scratch );
-   u32 size;
-   void *file = vg_file_read( vg_mem.scratch, path, &size );
-
-   if( file )
-   {
-      vg_tex2d_qoi( file, size, path );
-   }
-   else
-   {
-               vg_error( "Loading texture failed (%s)\n", path );
-      vg_tex2d_set_error();
-   }
-
-       return texture_name;
-}
-
-VG_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();
-
-      tex->flags |= VG_TEXTURE_ALLOCATED_INTERNAL;
-       }
-}
-
-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 */