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Engine: Add constructor for raw data texture

master
Riyyi 2 years ago
parent
commit
55af11d831
  1. 51
      src/inferno/render/texture.cpp
  2. 6
      src/inferno/render/texture.h

51
src/inferno/render/texture.cpp

@ -5,6 +5,7 @@
*/ */
#include <climits> // UINT_MAX #include <climits> // UINT_MAX
#include <cstdint> // uint8_t, uint32_t
#include <memory> // std::shared_ptr #include <memory> // std::shared_ptr
#include <utility> // std::move #include <utility> // std::move
@ -21,34 +22,27 @@ namespace Inferno {
Texture::Texture(const std::string& path) Texture::Texture(const std::string& path)
: m_path(std::move(path)) : m_path(std::move(path))
{ {
int width; unsigned char* data = nullptr;
int height; int width = 0;
int channels; int height = 0;
int channels = 0;
// Load image data // Load image data
stbi_set_flip_vertically_on_load(1); stbi_set_flip_vertically_on_load(1);
unsigned char* data = stbi_load(path.c_str(), &width, &height, &channels, STBI_default); data = stbi_load(path.c_str(), &width, &height, &channels, STBI_default);
VERIFY(data, "failed to load image: '{}'", path);
VERIFY(data, "Failed to load image: '{}'", path); init(data, width, height, channels);
m_width = width;
m_height = height;
if (channels == 4) {
m_internalFormat = GL_RGBA8;
m_dataFormat = GL_RGBA;
}
else if (channels == 3) {
m_internalFormat = GL_RGB8;
m_dataFormat = GL_RGB;
}
create(data);
// Clean resources // Clean resources
stbi_image_free(data); stbi_image_free(data);
} }
Texture::Texture(unsigned char* data, uint32_t width, uint32_t height, uint8_t channels)
{
init(data, width, height, channels);
}
Texture::~Texture() Texture::~Texture()
{ {
glDeleteTextures(1, &m_id); glDeleteTextures(1, &m_id);
@ -70,6 +64,25 @@ void Texture::unbind() const
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
} }
// -----------------------------------------
void Texture::init(unsigned char* data, uint32_t width, uint32_t height, uint8_t channels)
{
m_width = width;
m_height = height;
if (channels == 4) {
m_internalFormat = GL_RGBA8;
m_dataFormat = GL_RGBA;
}
else if (channels == 3) {
m_internalFormat = GL_RGB8;
m_dataFormat = GL_RGB;
}
create(data);
}
void Texture::create(unsigned char* data) void Texture::create(unsigned char* data)
{ {
m_id = UINT_MAX; m_id = UINT_MAX;

6
src/inferno/render/texture.h

@ -6,7 +6,7 @@
#pragma once #pragma once
#include <cstdint> // uint32_t #include <cstdint> // uint8_t, uint32_t
#include <memory> // std::shared_ptr #include <memory> // std::shared_ptr
#include <string> // std::string #include <string> // std::string
#include <unordered_map> // std::unordered_map #include <unordered_map> // std::unordered_map
@ -18,6 +18,7 @@ namespace Inferno {
class Texture { class Texture {
public: public:
Texture(const std::string& path); Texture(const std::string& path);
Texture(unsigned char* data, uint32_t width, uint32_t height, uint8_t channels = 3);
virtual ~Texture(); virtual ~Texture();
void bind(uint32_t unit = 0) const; void bind(uint32_t unit = 0) const;
@ -31,6 +32,7 @@ public:
inline uint32_t dataFormat() const { return m_dataFormat; } inline uint32_t dataFormat() const { return m_dataFormat; }
protected: protected:
void init(unsigned char* data, uint32_t width, uint32_t height, uint8_t channels);
void create(unsigned char* data); void create(unsigned char* data);
private: private:
@ -47,7 +49,7 @@ private:
class TextureManager final : public ruc::Singleton<TextureManager> { class TextureManager final : public ruc::Singleton<TextureManager> {
public: public:
TextureManager(s); TextureManager(s);
virtual ~TextureManager(); ~TextureManager();
void add(const std::string& path, std::shared_ptr<Texture> texture); void add(const std::string& path, std::shared_ptr<Texture> texture);
std::shared_ptr<Texture> load(const std::string& path); std::shared_ptr<Texture> load(const std::string& path);

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