103 lines
3.0 KiB
C++
103 lines
3.0 KiB
C++
// =====================================================================================================================
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// Copyright 2024 Medusa Slockbower
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// =====================================================================================================================
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#include <Renderer/Assets/Texture.h>
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#include <FileSystem/FileManager.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include <stb_image.h>
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#include "Core/Console.h"
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#include "Editor/EditorSystem.h"
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#include "Renderer/Renderer.h"
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using namespace OpenShaderDesigner;
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RegisterAsset("##/Texture", Texture, ".png", ".jpg", ".bmp");
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Texture::Texture(const FileManager::Path &path)
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: Asset(path)
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, Handle_(nullptr)
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{
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int width, height, channels;
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uint8_t* pixels = stbi_load(path.string().c_str(), &width, &height, &channels, 0);
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Handle_ = new HandleType({ width, height });
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glw::enum_t layout;
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switch (channels)
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{
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case 1: layout = glw::r; break;
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case 2: layout = glw::rg; break;
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case 3: layout = glw::rgb; break;
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case 4: layout = glw::rgba; break;
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default: layout = glw::r; break;
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}
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Handle_->upload(pixels, { width, height }, { 0, 0 }, 0, layout, glw::uint8);
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Handle_->generate_mipmaps();
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stbi_image_free(pixels);
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}
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Texture::Texture(const FileManager::Path &src, const FileManager::Path &dst)
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: Asset(dst)
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, Handle_(nullptr)
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{
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int width, height, channels;
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uint8_t* pixels = stbi_load(src.string().c_str(), &width, &height, &channels, 0);
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Handle_ = new HandleType({ width, height });
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glw::enum_t layout;
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switch (channels)
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{
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case 1: layout = glw::r8_i; break;
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case 2: layout = glw::rg8_i; break;
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case 3: layout = glw::rgb8_i; break;
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case 4: layout = glw::rgba8_i; break;
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default: layout = glw::r8_i; break;
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}
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Handle_->upload(pixels, { width, height }, { 0, 0 }, 0, layout, glw::uint8);
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Handle_->generate_mipmaps();
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stbi_image_free(pixels);
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}
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Texture::~Texture()
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{
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delete Handle_;
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}
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void Texture::Open()
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{
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EditorSystem::Get<Renderer>()->OpenTexture(this);
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}
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FileManager::Asset* Texture::Create(const FileManager::Path &path)
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{
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return nullptr;
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}
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FileManager::Asset* Texture::Load(const FileManager::Path &path)
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{
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Console::Log(Console::Alert, "Loading {}", path.string());
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return new Texture(path);
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}
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FileManager::Asset * Texture::Import(const FileManager::Path &src, const FileManager::Path &dst)
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{
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return new Texture(src, dst);
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}
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