raylib/src/textures.c

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/*********************************************************************************************
*
* raylib.textures
*
* Basic functions to load and draw Textures (2d)
*
* Uses external lib:
* stb_image - Multiple formats image loading (JPEG, PNG, BMP, TGA, PSD, GIF, PIC)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include <GL/gl.h> // OpenGL functions
#include <stdlib.h> // Declares malloc() and free() for memory management
#include "stb_image.h" // Used to read image data (multiple formats support)
#include "utils.h" // rRES data decompression utility function
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Nop...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef unsigned char byte;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// It's lonely here...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
// No private (static) functions in this module (.c file)
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Load an image into CPU memory (RAM)
Image LoadImage(const char *fileName)
{
Image image;
int imgWidth;
int imgHeight;
int imgBpp;
// NOTE: Using stb_image to load images (Supports: BMP, TGA, PNG, JPG, ...)
// Force loading to 4 components (RGBA)
byte *imgData = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4);
// Convert array to pixel array for working convenience
image.pixels = (Color *)malloc(imgWidth * imgHeight * sizeof(Color));
int pix = 0;
for (int i = 0; i < (imgWidth * imgHeight * 4); i += 4)
{
image.pixels[pix].r = imgData[i];
image.pixels[pix].g = imgData[i+1];
image.pixels[pix].b = imgData[i+2];
image.pixels[pix].a = imgData[i+3];
pix++;
}
stbi_image_free(imgData);
image.width = imgWidth;
image.height = imgHeight;
// ALTERNATIVE: We can load pixel data directly into Color struct pixels array,
// to do that struct data alignment should be the right one (4 byte); it is.
//image.pixels = stbi_load(fileName, &imgWidth, &imgHeight, &imgBpp, 4);
return image;
}
// Load an image from rRES file (raylib Resource)
Image LoadImageFromRES(const char *rresName, int resId)
{
// NOTE: rresName could be directly a char array with all the data!!! ---> TODO!
Image image;
bool found = false;
char id[4]; // rRES file identifier
unsigned char version; // rRES file version and subversion
char useless; // rRES header reserved data
short numRes;
ResInfoHeader infoHeader;
FILE *rresFile = fopen(rresName, "rb");
if (!rresFile) printf("Error opening raylib Resource file\n");
// Read rres file (basic file check - id)
fread(&id[0], sizeof(char), 1, rresFile);
fread(&id[1], sizeof(char), 1, rresFile);
fread(&id[2], sizeof(char), 1, rresFile);
fread(&id[3], sizeof(char), 1, rresFile);
fread(&version, sizeof(char), 1, rresFile);
fread(&useless, sizeof(char), 1, rresFile);
if ((id[0] != 'r') && (id[1] != 'R') && (id[2] != 'E') &&(id[3] != 'S'))
{
printf("This is not a valid raylib Resource file!\n");
exit(1);
}
// Read number of resources embedded
fread(&numRes, sizeof(short), 1, rresFile);
for (int i = 0; i < numRes; i++)
{
fread(&infoHeader, sizeof(ResInfoHeader), 1, rresFile);
if (infoHeader.id == resId)
{
found = true;
// Check data is of valid IMAGE type
if (infoHeader.type == 0) // IMAGE data type
{
// TODO: Check data compression type
// NOTE: We suppose compression type 2 (DEFLATE - default)
short imgWidth, imgHeight;
char colorFormat, mipmaps;
fread(&imgWidth, sizeof(short), 1, rresFile); // Image width
fread(&imgHeight, sizeof(short), 1, rresFile); // Image height
fread(&colorFormat, 1, 1, rresFile); // Image data color format (default: RGBA 32 bit)
fread(&mipmaps, 1, 1, rresFile); // Mipmap images included (default: 0)
printf("Image width: %i\n", (int)imgWidth);
printf("Image height: %i\n", (int)imgHeight);
image.width = (int)imgWidth;
image.height = (int)imgHeight;
unsigned char *data = malloc(infoHeader.size);
fread(data, infoHeader.size, 1, rresFile);
unsigned char *imgData = DecompressData(data, infoHeader.size, infoHeader.srcSize);
image.pixels = (Color *)malloc(sizeof(Color)*imgWidth*imgHeight);
int pix = 0;
for (int i = 0; i < (imgWidth*imgHeight*4); i += 4)
{
image.pixels[pix].r = imgData[i];
image.pixels[pix].g = imgData[i+1];
image.pixels[pix].b = imgData[i+2];
image.pixels[pix].a = imgData[i+3];
pix++;
}
free(imgData);
free(data);
}
else
{
printf("Required resource do not seem to be a valid IMAGE resource\n");
exit(2);
}
}
else
{
// Depending on type, skip the right amount of parameters
switch (infoHeader.type)
{
case 0: fseek(rresFile, 6, SEEK_CUR); break; // IMAGE: Jump 6 bytes of parameters
case 1: fseek(rresFile, 6, SEEK_CUR); break; // SOUND: Jump 6 bytes of parameters
case 2: fseek(rresFile, 5, SEEK_CUR); break; // MODEL: Jump 5 bytes of parameters (TODO: Review)
case 3: break; // TEXT: No parameters
case 4: break; // RAW: No parameters
default: break;
}
// Jump DATA to read next infoHeader
fseek(rresFile, infoHeader.size, SEEK_CUR);
}
}
fclose(rresFile);
if (!found) printf("Required resource id could not be found in the raylib Resource file!\n");
return image;
}
// Load an image as texture into GPU memory
Texture2D LoadTexture(const char *fileName)
{
Texture2D texture;
Image image;
image = LoadImage(fileName);
texture = CreateTexture(image);
UnloadImage(image);
return texture;
}
// Load an image as texture from rRES file (raylib Resource)
Texture2D LoadTextureFromRES(const char *rresName, int resId)
{
Texture2D texture;
Image image = LoadImageFromRES(rresName, resId);
texture = CreateTexture(image);
return texture;
}
// Create a Texture2D from Image data
// NOTE: Image is not unloaded, it should be done manually...
Texture2D CreateTexture(Image image)
{
Texture2D texture;
// Convert image data to OpenGL texture
//----------------------------------------
GLuint id;
glGenTextures(1, &id); // Generate Pointer to the Texture
glBindTexture(GL_TEXTURE_2D, id);
// NOTE: glTexParameteri does NOT affect texture uploading, just the way it's used!
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); // Set texture to repead on x-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); // Set texture to repead on y-axis
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Filter for pixel-perfect drawing, alternative: GL_LINEAR
// Trilinear filtering
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); // Activate use of mipmaps (must be available)
//glGenerateMipmap(GL_TEXTURE_2D); // OpenGL 3.3!
// Upload texture to GPU
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image.width, image.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image.pixels);
// NOTE: Not using mipmappings (texture for 2D drawing)
// At this point we have the image converted to texture and uploaded to GPU
texture.glId = id;
texture.width = image.width;
texture.height = image.height;
return texture;
}
// Unload image from CPU memory (RAM)
void UnloadImage(Image image)
{
free(image.pixels);
}
// Unload texture from GPU memory
void UnloadTexture(Texture2D texture)
{
glDeleteTextures(1, &texture.glId);
}
// Draw a Texture2D
void DrawTexture(Texture2D texture, int posX, int posY, Color tint)
{
DrawTextureEx(texture, (Vector2){ (float)posX, (float)posY}, 0, 1.0f, tint);
}
// Draw a Texture2D with position defined as Vector2
void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
{
DrawTextureEx(texture, position, 0, 1.0f, tint);
}
// Draw a Texture2D with extended parameters
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
{
glEnable(GL_TEXTURE_2D); // Enable textures usage
glBindTexture(GL_TEXTURE_2D, texture.glId);
glPushMatrix();
// NOTE: Rotation is applied before translation and scaling, even being called in inverse order...
// NOTE: Rotation point is upper-left corner
glTranslatef(position.x, position.y, 0);
glScalef(scale, scale, 1.0f);
glRotatef(rotation, 0, 0, 1);
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); // Bottom-left corner for texture and quad
glTexCoord2f(1.0f, 0.0f); glVertex2f(texture.width, 0.0f); // Bottom-right corner for texture and quad
glTexCoord2f(1.0f, 1.0f); glVertex2f(texture.width, texture.height); // Top-right corner for texture and quad
glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, texture.height); // Top-left corner for texture and quad
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D); // Disable textures usage
}
// Draw a part of a texture (defined by a rectangle)
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
{
glEnable(GL_TEXTURE_2D); // Enable textures usage
glBindTexture(GL_TEXTURE_2D, texture.glId);
glPushMatrix();
glTranslatef(position.x, position.y, 0);
//glScalef(1.0f, 1.0f, 1.0f);
//glRotatef(rotation, 0, 0, 1);
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
glVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
glVertex2f(sourceRec.width, 0.0f);
// Top-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex2f(sourceRec.width, sourceRec.height);
// Top-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex2f(0.0f, sourceRec.height);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D); // Disable textures usage
}
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// TODO: Test this function...
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
{
glEnable(GL_TEXTURE_2D); // Enable textures usage
glBindTexture(GL_TEXTURE_2D, texture.glId);
glPushMatrix();
glTranslatef(-origin.x, -origin.y, 0);
glRotatef(rotation, 0, 0, 1);
glTranslatef(destRec.x + origin.x, destRec.y + origin.y, 0);
glBegin(GL_QUADS);
glColor4ub(tint.r, tint.g, tint.b, tint.a);
glNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
glVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
glVertex2f(destRec.width, 0.0f);
// Top-right corner for texture and quad
glTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex2f(destRec.width, destRec.height);
// Top-left corner for texture and quad
glTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
glVertex2f(0.0f, destRec.height);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D); // Disable textures usage
}