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cell/source/texture.h
2024-11-30 12:12:13 -06:00

54 lines
1.2 KiB
C

#ifndef TEXTURE_H
#define TEXTURE_H
#include "HandmadeMath.h"
#include "render.h"
#include <quickjs.h>
#include "stb_rect_pack.h"
#include <SDL3/SDL_render.h>
#define TEX_SPEC 0
#define TEX_NORM 1
#define TEX_HEIGHT 2
#define TEX_DIFF 3
#define FILTER_NEAREST SG_FILTER_NEAREST
#define FILTER_NONE SG_FILTER_NONE
#define FILTER_LINEAR SG_FILTER_LINEAR
extern struct rect ST_UNIT;
/* Represents an actual texture on the GPU */
struct texture {
SDL_Texture *id;
SDL_Surface *surface;
int width;
int height;
HMM_Vec3 dimensions;
unsigned char *data;
int vram;
};
typedef struct texture texture;
typedef struct img_sampler{
int wrap_u;
int wrap_v;
int wrap_w;
int min_filter;
int mag_filter;
int mip_filter;
} img_sampler;
texture *texture_fromdata(void *raw, long size);
texture *texture_empty(int width, int height); // Make an empty texture
texture *texture_dup(texture *tex); // return an identical texture
texture *texture_scale(texture *tex, int width, int height); // dup and scale the texture
void texture_free(JSRuntime *rt,texture *tex);
void texture_offload(texture *tex); // Remove the data from this texture
void texture_save(texture *tex, const char *file); // save the texture data to the given file
#endif