/********************************************************************************************* * * 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 // OpenGL functions #include // 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 }