ES-DE/src/resources/TextureResource.cpp

136 lines
3.3 KiB
C++
Raw Normal View History

#include "TextureResource.h"
#include "../Log.h"
#include "../platform.h"
#include GLHEADER
#include "../ImageIO.h"
#include "../Renderer.h"
#include "SVGResource.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)
{
}
TextureResource::~TextureResource()
{
deinit();
}
void TextureResource::unload(std::shared_ptr<ResourceManager>& rm)
{
deinit();
}
void TextureResource::reload(std::shared_ptr<ResourceManager>& rm)
{
if(!mPath.empty())
{
const ResourceData& data = rm->getFileData(mPath);
initFromMemory((const char*)data.ptr.get(), data.length);
}
}
void TextureResource::initFromPixels(const unsigned char* dataRGBA, size_t width, size_t height)
{
deinit();
assert(width > 0 && height > 0);
//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, dataRGBA);
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)
{
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;
}
initFromPixels(imageRGBA.data(), width, height);
}
void TextureResource::deinit()
{
if(mTextureID != 0)
{
glDeleteTextures(1, &mTextureID);
mTextureID = 0;
}
}
const 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();
}
// need to create it
std::shared_ptr<TextureResource> tex;
// is it an SVG?
if(path.substr(path.size() - 4, std::string::npos) == ".svg")
{
// probably
tex = std::shared_ptr<SVGResource>(new SVGResource(path, tile));
}else{
tex = std::shared_ptr<TextureResource>(new TextureResource(path, tile));
}
sTextureMap[key] = std::weak_ptr<TextureResource>(tex);
rm->addReloadable(tex);
tex->reload(ResourceManager::getInstance());
return tex;
}