Files
Vibe-HD-2D/engine/include/hd2d/Texture.h
Gabrieal Jimmy 83a1f16806 Sprite sheets, atlases, game UI, time of day, weather presets, headless captures
- BillboardInstance: per-instance uv sub-rect, feet anchor, turn, dithered alpha, flash;
  BillboardBatch::sharedTexture; Texture createEmpty/update/cellUV/cellAnchor/nearest
- SpriteAtlas: fixed-cell runtime atlas with gutters
- hd2d::ui: Octopath-style panels, fonts (Cinzel, EB Garamond), dialogue box with
  typewriter + portraits + choices, menus, nameplates, toasts, ImGui theme
- DayCycle (dawn/day/dusk/night keyframes, sun + moon arcs), Weather overcast/mist/
  lightning, night-aware presets, stars and moon in the sky
- Hidden-window offscreen captures (Window visible=false, Renderer output FBO,
  OffscreenTarget); --screenshot never opens a window
- Camera::worldToScreen; CMake usable via add_subdirectory (HD2D_BUILD_DEMO,
  HD2D_ENGINE_ASSET_DIR)
2026-10-02 15:05:23 -05:00

87 lines
3.6 KiB
C++

#pragma once
#include "hd2d/GL.h"
#include <glm/glm.hpp>
#include <string>
#include <vector>
namespace hd2d {
struct Image {
int width = 0, height = 0;
std::vector<unsigned char> rgba; // row 0 = bottom (GL convention)
};
// Loads an RGBA8 image flipped to GL orientation. Colors of fully transparent
// pixels are replaced with their nearest opaque neighbour so that filtering
// never bleeds dark fringes into sprite edges.
bool loadImage(const std::string& path, Image& out);
// Decodes PNG bytes from memory. glTF images use flipY = false (their UV
// origin is top-left, which matches GL when rows are uploaded unflipped).
bool decodeImage(const unsigned char* data, size_t size, Image& out, bool flipY);
// Replaces the colors of fully transparent pixels with their nearest opaque
// neighbour (loadImage/decodeImage already do this). Call it on images you
// compose yourself so filtering never bleeds dark fringes into edges.
void bleedTransparentColors(Image& img);
// sRGB pixel-art texture. Sampled with "sharp bilinear" in shaders, so it uses
// linear filtering with mipmaps rather than GL_NEAREST. `nearest` = GL_NEAREST
// without mips instead (crisp ImGui previews of pixel art).
class Texture {
public:
Texture() = default;
Texture(const Texture&) = delete;
Texture& operator=(const Texture&) = delete;
Texture(Texture&& o) noexcept { *this = std::move(o); }
Texture& operator=(Texture&& o) noexcept;
~Texture();
bool load(const std::string& path, bool repeat = false, bool nearest = false);
bool create(const Image& image, bool repeat = false, float anisotropy = 1.0f, bool nearest = false);
// Fully transparent w x h texture (sRGB RGBA8, mipmapped, clamped) to fill with update().
bool createEmpty(int w, int h);
// Uploads `img` with its bottom-left pixel at (x, y) (GL orientation,
// y = 0 is the bottom row) and regenerates the mips. Does not change
// opaqueBounds(), which always describes the image given to create().
void update(int x, int y, const Image& img);
void bind(GLuint unit) const { glBindTextureUnit(unit, id_); }
GLuint id() const { return id_; }
glm::ivec2 size() const { return {width_, height_}; }
// UV-space rectangle (minX, minY, maxX, maxY) of pixels with alpha >= 128.
// Billboards use minY to plant the visible feet on the ground.
glm::vec4 opaqueBounds() const { return opaqueBounds_; }
// Grid sprite sheets authored top-down (row 0 = top row of the PNG), with
// `cell` x `cell` pixel frames. cellUV is a BillboardInstance::uv rect;
// cellAnchor is a BillboardInstance::anchor: the v of the bottom edge of
// pixel row `feetRowFromCellTop` (0 = the cell's top row) of that cell.
static glm::vec4 cellUV(glm::ivec2 texSize, glm::ivec2 cell, int col, int rowFromTop);
static float cellAnchor(glm::ivec2 texSize, glm::ivec2 cell, int rowFromTop, int feetRowFromCellTop);
private:
GLuint id_ = 0;
int width_ = 0, height_ = 0, levels_ = 0;
glm::vec4 opaqueBounds_{0, 0, 1, 1};
};
// 2D array of equally sized sRGB layers (terrain materials).
class TextureArray {
public:
TextureArray() = default;
TextureArray(const TextureArray&) = delete;
TextureArray& operator=(const TextureArray&) = delete;
~TextureArray();
bool load(const std::vector<std::string>& paths);
void bind(GLuint unit) const { glBindTextureUnit(unit, id_); }
glm::ivec2 size() const { return {width_, height_}; }
int layers() const { return layers_; }
private:
GLuint id_ = 0;
int width_ = 0, height_ = 0, layers_ = 0;
};
} // namespace hd2d