Sat, 14 Jun 2025 11:40:40 +0200
resolve east-west conflict
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2024 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #ifndef ASCENSION_TEXTURE_H #define ASCENSION_TEXTURE_H #include "datatypes.h" #include <SDL2/SDL_surface.h> typedef struct asc_texture_s { /** * OpenGL texture target. * Not to be confused with asc_texture_target! */ unsigned target; unsigned tex_id; unsigned width; unsigned height; unsigned refcount; // TODO: add support for texture atlas - idea: rects are defined in AscTexture and can be indexed } AscTexture; enum asc_texture_target { ASC_TEXTURE_RECTANGLE, ASC_TEXTURE_2D }; enum asc_texture_min_filter { ASC_TEXTURE_MIN_FILTER_NEAREST, ASC_TEXTURE_MIN_FILTER_LINEAR, ASC_TEXTURE_MIN_FILTER_NEAREST_MIPMAP_NEAREST, ASC_TEXTURE_MIN_FILTER_LINEAR_MIPMAP_NEAREST, ASC_TEXTURE_MIN_FILTER_NEAREST_MIPMAP_LINEAR, ASC_TEXTURE_MIN_FILTER_LINEAR_MIPMAP_LINEAR }; enum asc_texture_mag_filter { ASC_TEXTURE_MAG_FILTER_NEAREST, ASC_TEXTURE_MAG_FILTER_LINEAR }; enum asc_texture_scale_mode { ASC_TEXTURE_SCALE_FIT, ASC_TEXTURE_SCALE_REPEAT }; void asc_texture_init( AscTexture *tex, unsigned count, enum asc_texture_target target, enum asc_texture_min_filter min_filter, enum asc_texture_mag_filter mag_filter ); void asc_texture_destroy(AscTexture *tex, unsigned count); #define asc_texture_init_rectangle(tex, count) \ asc_texture_init(tex, count, ASC_TEXTURE_RECTANGLE, \ ASC_TEXTURE_MIN_FILTER_NEAREST, ASC_TEXTURE_MAG_FILTER_NEAREST) #define asc_texture_init_2d(tex, count) \ asc_texture_init(tex, count, ASC_TEXTURE_2D, \ ASC_TEXTURE_MIN_FILTER_LINEAR, ASC_TEXTURE_MAG_FILTER_LINEAR) void asc_texture_bind(const AscTexture *tex, int uniform_location, int unit); void asc_texture_from_surface(AscTexture *tex, const SDL_Surface *surface); void asc_texture_from_file(AscTexture *tex, const char *name); /** * Calculates UV scaling factors depending on texture and surface dimensions. * * @param tex the texture * @param surface_dimension the dimensions of the surface the texture is applied to * @param factors additional scaling factors * @return the calculated UV scaling factors */ asc_vec2f asc_texture_calculate_uv_scale(const AscTexture *tex, asc_vec2u surface_dimension, asc_vec2f factors); #endif //ASCENSION_TEXTURE_H