#define STB_IMAGE_IMPLEMENTATION
+#define STB_IMAGE_RESIZE_IMPLEMENTATION
#include <stb/stb_image.h>
+#include <stb/stb_image_resize.h>
#include <stdbool.h>
#include <dragonstd/tree.h>
#include "client/client_config.h"
+#include "client/gl_debug.h"
#include "client/texture.h"
static Tree textures;
TreeNode **node = tree_nfd(&textures, path, &cmp_texture);
if (*node) {
- *texture = &((TextureLookup *) &(*node)->dat)->texture;
+ *texture = &((TextureLookup *) (*node)->dat)->texture;
return true;
}
return texture;
}
+static inline int least_common_multiple(int a, int b)
+{
+ int high, low;
+ if (a > b) {
+ high = a;
+ low = b;
+ } else {
+ high = b;
+ low = a;
+ }
+
+ int lcm = high;
+ while (lcm % low)
+ lcm += high;
+ return lcm;
+}
+
Texture *texture_load_cubemap(char *path)
{
Texture *texture;
if (lookup_texture(path, &texture))
return texture;
- glGenTextures(1, &texture->txo);
- glBindTexture(GL_TEXTURE_CUBE_MAP, texture->txo);
+ glGenTextures(1, &texture->txo); GL_DEBUG
+ glBindTexture(GL_TEXTURE_CUBE_MAP, texture->txo); GL_DEBUG
const char *directions[6] = {
"right",
"back",
};
+ typedef struct {
+ unsigned char *data;
+ int width, height, channels;
+ } CubemapFace;
+
+ CubemapFace faces[6];
+ int size = 1;
+
for (int i = 0; i < 6; i++) {
char filename[strlen(path) + 1 + strlen(directions[i]) + 1 + 3 + 1];
sprintf(filename, "%s/%s.png", path, directions[i]);
- unsigned char *data = stbi_load(filename,
- &texture->width, &texture->height, &texture->channels, 0);
- if (!data) {
+ if (!(faces[i].data = stbi_load(filename,
+ &faces[i].width, &faces[i].height, &faces[i].channels, 0))) {
fprintf(stderr, "[error] failed to load texture %s\n", filename);
exit(EXIT_FAILURE);
}
+ size = least_common_multiple(size, faces[i].width);
+ size = least_common_multiple(size, faces[i].height);
+ }
+
+ for (int i = 0; i < 6; i++) {
+ unsigned char *data = faces[i].data;
+
+ bool resize = faces[i].width != size || faces[i].height != size;
+ if (resize) {
+ data = malloc(size * size * faces[i].channels);
+
+ stbir_resize_uint8_generic(
+ faces[i].data, faces[i].width, faces[i].height, 0,
+ data, size, size, 0,
+ faces[i].channels, STBIR_ALPHA_CHANNEL_NONE, 0,
+ STBIR_EDGE_CLAMP, STBIR_FILTER_BOX, STBIR_COLORSPACE_LINEAR,
+ NULL);
+ }
+
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA,
- texture->width, texture->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
- stbi_image_free(data);
+ size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); GL_DEBUG
+
+ stbi_image_free(faces[i].data);
+ if (resize)
+ stbi_image_free(data);
}
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); GL_DEBUG
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GL_DEBUG
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); GL_DEBUG
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GL_DEBUG
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); GL_DEBUG
return texture;
}
void texture_upload(Texture *texture, unsigned char *data, GLenum format, bool mipmap)
{
- glGenTextures(1, &texture->txo);
- glBindTexture(GL_TEXTURE_2D, texture->txo);
+ glGenTextures(1, &texture->txo); GL_DEBUG
+ glBindTexture(GL_TEXTURE_2D, texture->txo); GL_DEBUG
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (mipmap && client_config.mipmap)
- ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST); GL_DEBUG
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GL_DEBUG
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); GL_DEBUG
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); GL_DEBUG
glTexImage2D(GL_TEXTURE_2D, 0, format,
- texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE, data);
- glGenerateMipmap(GL_TEXTURE_2D);
+ texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE, data); GL_DEBUG
+ glGenerateMipmap(GL_TEXTURE_2D); GL_DEBUG
}
void texture_destroy(Texture *texture)
{
- glDeleteTextures(1, &texture->txo);
+ glDeleteTextures(1, &texture->txo); GL_DEBUG
}