Draft implementation of hash tabled textures
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1d09bdfa20
@ -106,17 +106,17 @@ AudioVorbis *asset_getVorbis(AssetManager *assetManager,
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return NULL;
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}
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Texture *asset_getTexture(AssetManager *const assetManager,
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const enum TexList type)
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Texture *asset_getTex(AssetManager *const assetManager, const char *const key)
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{
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if (type < texlist_count)
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return &assetManager->textures[type];
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u32 hashIndex = common_getHashIndex(key, ARRAY_COUNT(assetManager->textures));
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Texture *result = &assetManager->textures[hashIndex];
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if (result->key)
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{
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while (result && common_strcmp(result->key, key) != 0)
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result = result->next;
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}
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#ifdef DENGINE_DEBUG
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ASSERT(INVALID_CODE_PATH);
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#endif
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return NULL;
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return result;
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}
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TexAtlas *asset_makeTexAtlas(AssetManager *const assetManager,
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@ -211,8 +211,35 @@ const i32 asset_loadVorbis(AssetManager *assetManager, MemoryArena *arena,
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return 0;
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}
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const i32 asset_loadTextureImage(AssetManager *assetManager,
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const char *const path, const enum TexList type)
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// TODO(doyle): Revise passing in the assetmanager
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Texture *asset_getAndAllocFreeTexSlot(AssetManager *assetManager,
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MemoryArena *arena, const char *const key)
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{
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i32 texListSize = ARRAY_COUNT(assetManager->textures);
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u32 hashIndex = common_getHashIndex(key, ARRAY_COUNT(assetManager->textures));
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Texture *result = &assetManager->textures[hashIndex];
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if (result->key)
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{
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while (result->next)
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{
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if (common_strcmp(result->key, key) == 0)
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{
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// TODO(doyle): Error correction whereby if a tex atlas already
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// exists
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ASSERT(INVALID_CODE_PATH);
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}
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result = result->next;
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}
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result->next = PLATFORM_MEM_ALLOC(arena, 1, Texture);
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result = result->next;
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}
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return result;
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}
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const i32 asset_loadTextureImage(AssetManager *assetManager, MemoryArena *arena,
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const char *const path, const char *const key)
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{
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/* Open the texture image */
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i32 imgWidth, imgHeight, bytesPerPixel;
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@ -235,12 +262,13 @@ const i32 asset_loadTextureImage(AssetManager *assetManager,
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return -1;
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}
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Texture tex = texture_gen(CAST(GLuint)(imgWidth), CAST(GLuint)(imgHeight),
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CAST(GLint)(bytesPerPixel), image);
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Texture *tex = asset_getAndAllocFreeTexSlot(assetManager, arena, key);
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*tex = texture_gen(CAST(GLuint)(imgWidth), CAST(GLuint)(imgHeight),
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CAST(GLint)(bytesPerPixel), image);
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GL_CHECK_ERROR();
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stbi_image_free(image);
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assetManager->textures[type] = tex;
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return 0;
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}
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@ -154,7 +154,7 @@ INTERNAL v2 mapWorldToCameraSpace(v2 worldPos, v4 cameraBounds)
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RenderTex renderer_createNullRenderTex(AssetManager *const assetManager)
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{
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Texture *emptyTex = asset_getTexture(assetManager, texlist_empty);
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Texture *emptyTex = asset_getTex(assetManager, "nullTex");
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RenderTex result = {emptyTex, V4(0, 1, 1, 0)};
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return result;
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}
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@ -34,12 +34,12 @@ Texture texture_gen(const GLuint width, const GLuint height,
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// TODO(doyle): Let us set the parameters gl params as well
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GL_CHECK_ERROR();
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Texture tex = {0};
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tex.width = width;
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tex.height = height;
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tex.internalFormat = GL_RGBA;
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tex.wrapS = GL_REPEAT;
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tex.wrapT = GL_REPEAT;
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tex.filterMinification = GL_NEAREST;
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tex.width = width;
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tex.height = height;
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tex.internalFormat = GL_RGBA;
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tex.wrapS = GL_REPEAT;
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tex.wrapT = GL_REPEAT;
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tex.filterMinification = GL_NEAREST;
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tex.filterMagnification = GL_NEAREST;
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glGenTextures(1, &tex.id);
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@ -53,7 +53,7 @@ INTERNAL void addGenericMob(MemoryArena *arena, AssetManager *assetManager,
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v2 size = V2(58.0f, 98.0f);
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enum EntityType type = entitytype_mob;
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enum Direction dir = direction_west;
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Texture *tex = asset_getTexture(assetManager, texlist_claude);
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Texture *tex = asset_getTex(assetManager, "ClaudeSprite.png");
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b32 collides = TRUE;
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Entity *mob = entity_add(arena, world, pos, size, type, dir, tex, collides);
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@ -458,25 +458,15 @@ INTERNAL void parseXmlTreeToGame(AssetManager *assetManager, MemoryArena *arena,
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common_strncat(imagePath, dataDir, common_strlen(dataDir));
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common_strncat(imagePath, imageName, common_strlen(imageName));
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// TODO(doyle): Fixme proper loading of texture into right slot
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if (common_strcmp(imageName, "ClaudeSprite.png") == 0)
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{
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asset_loadTextureImage(assetManager, imagePath,
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texlist_claude);
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}
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else
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{
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asset_loadTextureImage(assetManager, imagePath,
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texlist_terrain);
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}
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asset_loadTextureImage(assetManager, arena, imagePath,
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imageName);
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atlasEntry->key = PLATFORM_MEM_ALLOC(
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arena, common_strlen(imageName) + 1, char);
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common_strncpy(atlasEntry->key, imageName,
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common_strlen(imageName));
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atlasEntry->tex =
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asset_getTexture(assetManager, texlist_claude);
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atlasEntry->tex = asset_getTex(assetManager, imageName);
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XmlNode *atlasChildNode = atlasXmlNode->child;
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while (atlasChildNode)
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@ -663,8 +653,8 @@ INTERNAL void assetInit(GameState *state)
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/* Create empty 1x1 4bpp black texture */
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u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
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Texture emptyTex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
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assetManager->textures[texlist_empty] = emptyTex;
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Texture *tex = asset_getAndAllocFreeTexSlot(assetManager, arena, "nullTex");
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*tex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
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PlatformFileRead terrainXml = {0};
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i32 result = platform_readFileToBuffer(
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@ -833,7 +823,6 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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world->entityIdInBattle =
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PLATFORM_MEM_ALLOC(arena, world->maxEntities, i32);
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world->numEntitiesInBattle = 0;
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world->texType = texlist_terrain;
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world->bounds =
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math_getRect(V2(0, 0), v2_scale(worldDimensionInTiles,
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CAST(f32) state->tileSize));
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@ -856,7 +845,7 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize);
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enum EntityType type = entitytype_tile;
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enum Direction dir = direction_null;
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Texture *tex = asset_getTexture(assetManager, world->texType);
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Texture *tex = asset_getTex(assetManager, "terrain.png");
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b32 collides = FALSE;
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Entity *tile = entity_add(arena, world, pos, size, type, dir,
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tex, collides);
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@ -891,7 +880,7 @@ INTERNAL void entityInit(GameState *state, v2 windowSize)
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pos = V2(size.x, CAST(f32) state->tileSize);
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type = entitytype_hero;
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dir = direction_east;
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tex = asset_getTexture(assetManager, texlist_claude);
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tex = asset_getTex(assetManager, "ClaudeSprite.png");
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collides = TRUE;
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Entity *hero =
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entity_add(arena, world, pos, size, type, dir, tex, collides);
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@ -26,8 +26,7 @@ Rect asset_getAtlasSubTexRect(TexAtlas *atlas, char *key);
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AudioVorbis *asset_getVorbis(AssetManager *assetManager,
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const enum AudioList type);
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Texture *asset_getTexture(AssetManager *const assetManager,
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const enum TexList type);
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Texture *asset_getTex(AssetManager *const assetManager, const char *const key);
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TexAtlas *asset_makeTexAtlas(AssetManager *const assetManager,
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MemoryArena *arena, const char *const key);
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@ -37,13 +36,17 @@ Shader *asset_getShader(AssetManager *assetManager, const enum ShaderList type);
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TexAtlas *asset_getTexAtlas(AssetManager *const assetManager,
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const char *const key);
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Texture *asset_getAndAllocFreeTexSlot(AssetManager *assetManager,
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MemoryArena *arena,
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const char *const key);
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Animation *asset_getAnim(AssetManager *assetManager, char *key);
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const i32 asset_loadVorbis(AssetManager *assetManager, MemoryArena *arena,
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const char *const path, const enum AudioList type);
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const i32 asset_loadTextureImage(AssetManager *assetManager,
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const i32 asset_loadTextureImage(AssetManager *assetManager, MemoryArena *arena,
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const char *const path,
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const enum TexList type);
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const char *const key);
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const i32 asset_loadShaderFiles(AssetManager *assetManager, MemoryArena *arena,
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const char *const vertexPath,
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@ -32,18 +32,6 @@ enum TerrainRects
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terrainrects_count,
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};
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enum AnimList
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{
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animlist_hero_idle,
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animlist_hero_walk,
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animlist_hero_wave,
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animlist_hero_battlePose,
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animlist_hero_tackle,
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animlist_terrain,
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animlist_count,
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animlist_invalid,
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};
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enum AudioList
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{
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audiolist_battle,
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@ -10,6 +10,12 @@
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// TODO(doyle): Look into merging into assets.h file ..
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typedef struct Texture
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{
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union
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{
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char *key;
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char *name;
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};
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// Holds the ID of the texture object, used for all texture operations to
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// reference to this particlar texture
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GLuint id;
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@ -30,6 +36,8 @@ typedef struct Texture
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GLuint filterMinification;
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// Filtering mode if texture pixels > screen pixels
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GLuint filterMagnification;
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struct Texture *next;
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} Texture;
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// Generates texture from image data
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@ -45,8 +45,6 @@ typedef struct World
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b32 *entityIdInBattle;
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i32 numEntitiesInBattle;
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enum TexList texType;
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i32 cameraFollowingId;
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v2 cameraPos; // In pixels
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v4 bounds; // In pixels
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