ES-DE/src/resources/TextureResource.cpp

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#include "TextureResource.h"
#include "../Log.h"
#include "../platform.h"
#include GLHEADER
#include "../ImageIO.h"
#include "../Renderer.h"
std::map< TextureResource::TextureKeyType, std::weak_ptr<TextureResource> > TextureResource::sTextureMap;
TextureResource::TextureResource(const std::string& path, bool tile) :
mTextureID(0), mPath(path), mTextureSize(Eigen::Vector2i::Zero()), mTile(tile)
{
reload(ResourceManager::getInstance());
}
TextureResource::~TextureResource()
{
deinit();
}
void TextureResource::unload(std::shared_ptr<ResourceManager>& rm)
{
deinit();
}
void TextureResource::reload(std::shared_ptr<ResourceManager>& rm)
{
if(!mPath.empty())
initFromResource(rm->getFileData(mPath));
}
void TextureResource::initFromResource(const ResourceData data)
{
//make sure we aren't going to leak an old texture
deinit();
size_t width, height;
std::vector<unsigned char> imageRGBA = ImageIO::loadFromMemoryRGBA32(const_cast<unsigned char*>(data.ptr.get()), data.length, width, height);
if(imageRGBA.size() == 0)
{
LOG(LogError) << "Could not initialize texture (invalid resource data)!";
return;
}
//now for the openGL texture stuff
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageRGBA.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const GLint wrapMode = mTile ? GL_REPEAT : GL_CLAMP_TO_EDGE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);
mTextureSize << width, height;
}
void TextureResource::initFromMemory(const char* data, size_t length)
{
deinit();
size_t width, height;
std::vector<unsigned char> imageRGBA = ImageIO::loadFromMemoryRGBA32((const unsigned char*)(data), length, width, height);
if(imageRGBA.size() == 0)
{
LOG(LogError) << "Could not initialize texture from memory (invalid data)!";
return;
}
//now for the openGL texture stuff
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageRGBA.data());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const GLint wrapMode = mTile ? GL_REPEAT : GL_CLAMP_TO_EDGE;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
mTextureSize << width, height;
}
void TextureResource::deinit()
{
if(mTextureID != 0)
{
glDeleteTextures(1, &mTextureID);
mTextureID = 0;
}
}
Eigen::Vector2i TextureResource::getSize() const
{
return mTextureSize;
}
bool TextureResource::isTiled() const
{
return mTile;
}
void TextureResource::bind() const
{
if(mTextureID != 0)
glBindTexture(GL_TEXTURE_2D, mTextureID);
else
LOG(LogError) << "Tried to bind uninitialized texture!";
}
std::shared_ptr<TextureResource> TextureResource::get(const std::string& path, bool tile)
{
std::shared_ptr<ResourceManager>& rm = ResourceManager::getInstance();
if(path.empty())
{
std::shared_ptr<TextureResource> tex(new TextureResource("", tile));
rm->addReloadable(tex); //make sure we get properly deinitialized even though we do nothing on reinitialization
return tex;
}
TextureKeyType key(path, tile);
auto foundTexture = sTextureMap.find(key);
if(foundTexture != sTextureMap.end())
{
if(!foundTexture->second.expired())
return foundTexture->second.lock();
}
std::shared_ptr<TextureResource> tex = std::shared_ptr<TextureResource>(new TextureResource(path, tile));
sTextureMap[key] = std::weak_ptr<TextureResource>(tex);
rm->addReloadable(tex);
return tex;
}