- Updated License to GPL v3.0 - Added New Math Nodes - Prototype Rendering Code for Debugging Functions
105 lines
3.2 KiB
C++
105 lines
3.2 KiB
C++
// =====================================================================================================================
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// OpenShaderDesigner, an open source software utility to create materials and shaders.
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// Copyright (C) 2024 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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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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