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< std::string, std::weak_ptr<TextureResource> > TextureResource::sTextureMap;
TextureResource::TextureResource(const ResourceManager& rm, const std::string& path) : mTextureID(0), mPath(path), mTextureSize(Eigen::Vector2i::Zero())
{
reload(rm);
}
TextureResource::~TextureResource()
{
deinit();
}
void TextureResource::unload(const ResourceManager& rm)
{
deinit();
}
void TextureResource::reload(const 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);
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::initFromScreen()
{
deinit();
int width = Renderer::getScreenWidth();
int height = Renderer::getScreenHeight();
glGenTextures(1, &mTextureID);
glBindTexture(GL_TEXTURE_2D, mTextureID);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, width, height, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
mTextureSize[0] = height;
mTextureSize[1] = 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);
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;
}
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(ResourceManager& rm, const std::string& path)
{
if(path.empty())
{
std::shared_ptr<TextureResource> tex(new TextureResource(rm, ""));
rm.addReloadable(tex); //make sure we're deinitialized even though we do nothing on reinitialization
return tex;
}
auto foundTexture = sTextureMap.find(path);
if(foundTexture != sTextureMap.end())
{
if(!foundTexture->second.expired())
{
return foundTexture->second.lock();
}
}
std::shared_ptr<TextureResource> tex = std::shared_ptr<TextureResource>(new TextureResource(rm, path));
sTextureMap[path] = std::weak_ptr<TextureResource>(tex);
rm.addReloadable(tex);
return tex;
}