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| author | Nguyễn Gia Phong <mcsinyx@disroot.org> | 2021-09-17 22:17:48 +0700 |
|---|---|---|
| committer | Nguyễn Gia Phong <mcsinyx@disroot.org> | 2021-09-17 22:17:48 +0700 |
| commit | b1e4fa0d290c3f484054b61f8d2875cae33e099d (patch) | |
| tree | a35307ae1ce237386da728623ad7211dac8b7513 /src | |
| parent | 1084e3f994eeedaf54cc8c9785f75ddb1727191e (diff) | |
| download | blackshades-b1e4fa0d290c3f484054b61f8d2875cae33e099d.tar.gz | |
Convert texture loading code to Zig
LodePNG replaces stb because complicated headers don't play nice with Zig.
Textures are now loaded from installed path instead of CWD too.
Diffstat (limited to 'src')
| -rw-r--r-- | src/Decals.cpp | 1 | ||||
| -rw-r--r-- | src/GameInitDispose.cpp | 61 | ||||
| -rw-r--r-- | src/Sprites.cpp | 1 | ||||
| -rw-r--r-- | src/Text.cpp | 1 | ||||
| -rw-r--r-- | src/Textures.cpp | 73 | ||||
| -rw-r--r-- | src/Textures.h | 26 | ||||
| -rw-r--r-- | src/main.zig | 7 | ||||
| -rw-r--r-- | src/misc.h | 8 | ||||
| -rw-r--r-- | src/misc.zig | 73 |
9 files changed, 114 insertions, 137 deletions
diff --git a/src/Decals.cpp b/src/Decals.cpp index ad98343..60014b3 100644 --- a/src/Decals.cpp +++ b/src/Decals.cpp @@ -1,5 +1,4 @@ #include "Decals.h" -#include "Textures.h" extern float multiplier; extern bool slomo; diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp index 027d74b..3930a05 100644 --- a/src/GameInitDispose.cpp +++ b/src/GameInitDispose.cpp @@ -23,7 +23,7 @@ #include <AL/alc.h> #include "config.h" -#include "Textures.h" +#include "misc.h" #include "Game.h" extern unsigned int gSourceID[100]; @@ -1602,35 +1602,6 @@ void initGame(Game* game) glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); glEnable(GL_LIGHT0); - // Load some textures - if (!game->initialized) { - game->personspritetextureptr = loadTexture((char*) ":Data:Textures:Personsprite.png"); - game->deadpersonspritetextureptr = loadTexture((char*) ":Data:Textures:DeadPersonsprite.png"); - game->scopetextureptr = loadTexture((char*) ":Data:Textures:Scope.png"); - game->flaretextureptr = loadTexture((char*) ":Data:Textures:Flare.png"); - - sprites.flaretextureptr = loadTexture((char*) ":Data:Textures:HitFlash.png"); - sprites.muzzleflaretextureptr = loadTexture((char*) ":Data:Textures:MuzzleFlash.png"); - sprites.smoketextureptr = loadTexture((char*) ":Data:Textures:Smoke.png"); - sprites.bloodtextureptr = loadTexture((char*) ":Data:Textures:Blood.png"); - sprites.raintextureptr = loadTexture((char*) ":Data:Textures:rain.png"); - sprites.snowtextureptr = loadTexture((char*) ":Data:Textures:snow.png"); - - decals.bulletholetextureptr = loadTexture((char*) ":Data:Textures:BulletHole.png"); - decals.cratertextureptr = loadTexture((char*) ":Data:Textures:Crater.png"); - decals.bloodtextureptr[0] = loadTexture((char*) ":Data:Textures:Blood:Blood1.png"); - decals.bloodtextureptr[1] = loadTexture((char*) ":Data:Textures:Blood:Blood2.png"); - decals.bloodtextureptr[2] = loadTexture((char*) ":Data:Textures:Blood:Blood3.png"); - decals.bloodtextureptr[3] = loadTexture((char*) ":Data:Textures:Blood:Blood4.png"); - decals.bloodtextureptr[4] = loadTexture((char*) ":Data:Textures:Blood:Blood5.png"); - decals.bloodtextureptr[5] = loadTexture((char*) ":Data:Textures:Blood:Blood6.png"); - decals.bloodtextureptr[6] = loadTexture((char*) ":Data:Textures:Blood:Blood7.png"); - decals.bloodtextureptr[7] = loadTexture((char*) ":Data:Textures:Blood:Blood8.png"); - decals.bloodtextureptr[8] = loadTexture((char*) ":Data:Textures:Blood:Blood9.png"); - decals.bloodtextureptr[9] = loadTexture((char*) ":Data:Textures:Blood:Blood10.png"); - decals.bloodtextureptr[10] = loadTexture((char*) ":Data:Textures:Blood:Blood11.png"); - } - // Setup clip plane equation game->eqn[0] = 0; game->eqn[1] = 1; @@ -1654,12 +1625,38 @@ void initGame(Game* game) void initGl(Game* game) { - game->text.FontTexture = loadTexture((char*) ":Data:Textures:Font.png"); - game->text.BuildFont(); glAlphaFunc(GL_GREATER, 0.01); glDepthFunc(GL_LESS); glPolygonOffset(-8,0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + + game->text.FontTexture = loadTexture("Font.png"); + game->text.BuildFont(); + game->personspritetextureptr = loadTexture("Personsprite.png"); + game->deadpersonspritetextureptr = loadTexture("DeadPersonsprite.png"); + game->scopetextureptr = loadTexture("Scope.png"); + game->flaretextureptr = loadTexture("Flare.png"); + + sprites.flaretextureptr = loadTexture("HitFlash.png"); + sprites.muzzleflaretextureptr = loadTexture("MuzzleFlash.png"); + sprites.smoketextureptr = loadTexture("Smoke.png"); + sprites.bloodtextureptr = loadTexture("Blood.png"); + sprites.raintextureptr = loadTexture("rain.png"); + sprites.snowtextureptr = loadTexture("snow.png"); + + decals.bulletholetextureptr = loadTexture("BulletHole.png"); + decals.cratertextureptr = loadTexture("Crater.png"); + decals.bloodtextureptr[0] = loadTexture("Blood/Blood1.png"); + decals.bloodtextureptr[1] = loadTexture("Blood/Blood2.png"); + decals.bloodtextureptr[2] = loadTexture("Blood/Blood3.png"); + decals.bloodtextureptr[3] = loadTexture("Blood/Blood4.png"); + decals.bloodtextureptr[4] = loadTexture("Blood/Blood5.png"); + decals.bloodtextureptr[5] = loadTexture("Blood/Blood6.png"); + decals.bloodtextureptr[6] = loadTexture("Blood/Blood7.png"); + decals.bloodtextureptr[7] = loadTexture("Blood/Blood8.png"); + decals.bloodtextureptr[8] = loadTexture("Blood/Blood9.png"); + decals.bloodtextureptr[9] = loadTexture("Blood/Blood10.png"); + decals.bloodtextureptr[10] = loadTexture("Blood/Blood11.png"); } GLvoid Game::ReSizeGLScene(float fov, float near) diff --git a/src/Sprites.cpp b/src/Sprites.cpp index df8eeb1..574bc0e 100644 --- a/src/Sprites.cpp +++ b/src/Sprites.cpp @@ -1,5 +1,4 @@ #include "Sprites.h" -#include "Textures.h" extern float multiplier; extern bool slomo; diff --git a/src/Text.cpp b/src/Text.cpp index 5da702b..1123bfd 100644 --- a/src/Text.cpp +++ b/src/Text.cpp @@ -1,6 +1,5 @@ /**> HEADER FILES <**/ #include "Text.h" -#include "Textures.h" void Text::BuildFont() // Build Our Font Display List { diff --git a/src/Textures.cpp b/src/Textures.cpp deleted file mode 100644 index 78808a1..0000000 --- a/src/Textures.cpp +++ /dev/null @@ -1,73 +0,0 @@ -// Texture loader implementation -// Copyright (C) 2021 Nguyễn Gia Phong -// -// This file is part of Black Shades. -// -// Black Shades is free software: you can redistribute it and/or modify -// it under the terms of the GNU General Public License as published -// by the Free Software Foundation, either version 3 of the License, or -// (at your option) any later version. -// -// Black Shades is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -// You should have received a copy of the GNU General Public License -// along with Black Shades. If not, see <https://www.gnu.org/licenses/>. - -#include <stdio.h> - -#define STB_IMAGE_IMPLEMENTATION -#include <stb/stb_image.h> -#include <GL/glu.h> - -#include "Textures.h" - -GLuint loadTexture(const char* filename_) -{ - // TODO: get rid of the :Data: thing - char filename[1024]; - strcpy(filename, filename_+1); - while (true) { - char *c = strchr(filename, ':'); - if (!c) break; - *c = '/'; - } - - int req_format = STBI_rgb_alpha; - int width, height, orig_format; - unsigned char* data = stbi_load(filename, &width, &height, - &orig_format, req_format); - if (data == nullptr) { - fprintf(stderr, "Loading image failed: %s\n", - stbi_failure_reason()); - return 0; - } - - GLuint tex = 0; - glGenTextures(1, &tex); - glBindTexture(GL_TEXTURE_2D, tex); - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - - GLint internal_format; - GLenum pixel_format; - if (req_format == STBI_rgb) { - internal_format = 3; - pixel_format = GL_RGB; - } else { // STBI_rgb_alpha (RGBA) - internal_format = 4; - pixel_format = GL_RGBA; - } - - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, - pixel_format, GL_UNSIGNED_BYTE, data); - gluBuild2DMipmaps(GL_TEXTURE_2D, internal_format, width, height, - pixel_format, GL_UNSIGNED_BYTE, data); - - stbi_image_free(data); - return tex; -} diff --git a/src/Textures.h b/src/Textures.h deleted file mode 100644 index abed931..0000000 --- a/src/Textures.h +++ /dev/null @@ -1,26 +0,0 @@ -// Texture loader header -// Copyright (C) 2021 Nguyễn Gia Phong -// -// This file is part of Black Shades. -// -// Black Shades is free software: you can redistribute it and/or modify -// it under the terms of the GNU General Public License as published -// by the Free Software Foundation, either version 3 of the License, or -// (at your option) any later version. -// -// Black Shades is distributed in the hope that it will be useful, -// but WITHOUT ANY WARRANTY; without even the implied warranty of -// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -// GNU General Public License for more details. -// -// You should have received a copy of the GNU General Public License -// along with Black Shades. If not, see <https://www.gnu.org/licenses/>. - -#ifndef BLACKSHADES_TEXTURES_H -#define BLACKSHADES_TEXTURES_H - -#include <GL/gl.h> - -GLuint loadTexture(const char*); - -#endif // BLACKSHADES_TEXTURES_H diff --git a/src/main.zig b/src/main.zig index b964536..5c4e1c2 100644 --- a/src/main.zig +++ b/src/main.zig @@ -17,12 +17,12 @@ // along with Black Shades. If not, see <https://www.gnu.org/licenses/>. const Loca = @import("loca").Loca; +const al = @import("zeal"); const allocator = @import("std").heap.c_allocator; -const gf = @import("gfz"); -const legacy = @cImport(@cInclude("Game.h")); const configuration = @import("config.zig"); -const al = @import("zeal"); +const gf = @import("gfz"); const gl = @import("zgl"); +const legacy = @cImport(@cInclude("Game.h")); var game: *legacy.Game = undefined; @@ -75,6 +75,7 @@ pub fn main() !void { defer context.deinit() catch unreachable; try al.useContext(context); + _ = @import("misc.zig").loadTexture("Font.png"); // work around laziness legacy.initGame(game); defer legacy.closeGame(game); while (!try window.shouldClose()) { diff --git a/src/misc.h b/src/misc.h new file mode 100644 index 0000000..b3a7f43 --- /dev/null +++ b/src/misc.h @@ -0,0 +1,8 @@ +#ifndef BLACKSHADES_MISC_H +#define BLACKSHADES_MISC_H + +#include <GL/gl.h> + +extern "C" GLuint loadTexture(const char*); + +#endif // BLACKSHADES_MISC_H diff --git a/src/misc.zig b/src/misc.zig new file mode 100644 index 0000000..ff45adc --- /dev/null +++ b/src/misc.zig @@ -0,0 +1,73 @@ +// Miscellaneous functions +// Copyright (C) 2021 Nguyễn Gia Phong +// +// This file is part of Black Shades. +// +// Black Shades is free software: you can redistribute it and/or modify +// it under the terms of the GNU General Public License as published +// by the Free Software Foundation, either version 3 of the License, or +// (at your option) any later version. +// +// Black Shades is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with Black Shades. If not, see <https://www.gnu.org/licenses/>. + +usingnamespace @cImport({ + @cInclude("GL/gl.h"); + @cInclude("GL/glu.h"); + @cInclude("lodepng.h"); +}); + +const allocator = std.heap.c_allocator; +const cwd = std.fs.cwd; +const data_dir = @import("build_options").data_dir; +const free = std.c.free; +const sep = std.fs.path.sep; +const maxInt = std.math.maxInt; +const std = @import("std"); +const span = std.mem.span; + +const max_size = maxInt(usize); // don't judge me, take care of me +const texture_dir = data_dir ++ [_]u8{ sep } ++ "textures"; + +fn check(errorString: fn (c_uint) callconv(.C) [*c]const u8, + status: anytype) void { + if (status != 0) + @panic(span(errorString(@intCast(c_uint, status)))); +} + +pub export fn loadTexture(filename: [*:0]const u8) GLuint { + var dir = cwd().openDir(texture_dir, .{}) catch unreachable; + defer dir.close(); + var file = dir.readFileAlloc(allocator, span(filename), max_size) + catch unreachable; + defer allocator.free(file); + + var data: [*c]u8 = undefined; + var w: c_uint = undefined; + var h: c_uint = undefined; + check(lodepng_error_text, + lodepng_decode32(&data, &w, &h, file.ptr, file.len)); + defer free(data); + + var texture: GLuint = undefined; + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + defer glBindTexture(GL_TEXTURE_2D, 0); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + + const width = @intCast(GLint, w); + const height = @intCast(GLint, h); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, + 0, GL_RGBA, GL_UNSIGNED_BYTE, data); + check(gluErrorString, gluBuild2DMipmaps(GL_TEXTURE_2D, 4, width, height, + GL_RGBA, GL_UNSIGNED_BYTE, data)); + return texture; +} |
