bubel-ecs/demos/utils/source/ecs_utils/gfx/texture.d
Dawid Masiukiewicz 024356df9b Common update:
-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
2020-05-28 16:48:42 +00:00

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D

module ecs_utils.gfx.texture;
import bindbc.sdl;
import bubel.ecs.std;
import ecs_utils.math.vector;
import glad.gl.gl;
extern(C):
struct Texture
{
void create()
{
data = Mallocator.make!Data;
}
bool load(const char[] path)
{
char[] cpath = (cast(char*)alloca(path.length+1))[0..path.length+1];
cpath[0..$-1] = path[0..$];
cpath[$-1] = 0;
return __load(this, cpath);
}
/*static bool __load_sdl(ref Texture this_, const char[] path)
{
import ecs_utils.gfx.renderer;
SDL_Surface* surf = IMG_Load(path.ptr);
if(!surf)return false;
this_.data.size = ivec2(surf.w,surf.h);
this_.data.texture = SDL_CreateTextureFromSurface(Renderer.main_sdl_renderer,surf);
if(!this_.data.texture)return false;
//this_.data.texture = surf;
return true;
}*/
static bool __load_gl(ref Texture this_, const char[] path)
{
SDL_Surface* surf = IMG_Load(path.ptr);
if(!surf)return false;
with(this_)
{
data.size = ivec2(surf.w,surf.h);
data.bpp = surf.format.BytesPerPixel;
data.data = Mallocator.makeArray!ubyte(surf.w*surf.h*surf.format.BytesPerPixel);
data.data[0..$] = (cast(ubyte*)surf.pixels)[0..data.data.length];
SDL_FreeSurface(surf);
glGenTextures(1, &data.gl_handle);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,data.gl_handle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if(data.bpp == 3)glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,surf.w,surf.h,0,GL_RGB,GL_UNSIGNED_BYTE,data.data.ptr);
else if(data.bpp == 4)glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,surf.w,surf.h,0,GL_RGBA,GL_UNSIGNED_BYTE,data.data.ptr);
else return false;
}
return true;
}
void bind()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, data.gl_handle);
}
void destory() @nogc nothrow
{
if(data)
{
glDeleteTextures(1, &data.gl_handle);
if(data.data)Mallocator.dispose(data.data);
Mallocator.dispose(data);
data = null;
}
}
__gshared bool function(ref Texture this_, const char[] path) __load;
struct Data
{
ubyte[] data;
ivec2 size;
uint bpp;
union
{
SDL_Texture* texture;
uint gl_handle;
}
}
static void __loadBackend()
{
__load = &__load_gl;
/*switch(backend)
{
case Backend.opengl:__load = &__load_gl;break;
case Backend.sdl:__load = &__load_sdl;break;
default:goto case(Backend.opengl);
}*/
}
Data* data;
}