mirror of
https://github.com/zhenyan121/Cubed.git
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* feat: add grass texture and update grass_block texture * feat: add block data * feat: add blocks_tool * feat: add sync info and change function in blocks_tools * feat: add check and new function * refactor: make block texture loading data-driven * feat: add rendering for grass * feat: passable grass * feat: random grass place * fix: memory leak in TextureManager::load_cross_plane_texture
48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
#pragma once
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#include "Cubed/gameplay/block.hpp"
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#include <glad/glad.h>
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namespace Cubed {
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class TextureManager {
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private:
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bool m_need_reload = false;
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GLuint m_block_status_array = 0;
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GLuint m_texture_array = 0;
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GLuint m_cross_plane_array = 0;
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GLuint m_ui_array = 0;
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GLfloat m_max_aniso = 0.0f;
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int m_aniso = 1;
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std::vector<GLuint> m_item_textures;
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void load_block_status(unsigned status_id);
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void load_block_texture(unsigned block_id);
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void load_block_item_texture(unsigned id);
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void load_cross_plane_texture(unsigned id);
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void load_ui_texture(unsigned id);
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void init_item();
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void init_block();
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void init_ui();
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void init_block_status();
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public:
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TextureManager();
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~TextureManager();
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void delet_texture();
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GLuint get_block_status_array() const;
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GLuint get_texture_array() const;
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GLuint get_cross_plane_array() const;
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GLuint get_ui_array() const;
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const std::vector<GLuint>& item_textures() const;
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// Must call after MapTable::init_map() and glfwMakeContextCurrent(window);
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void init_texture();
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void hot_reload();
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void need_reload();
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void update();
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int max_aniso() const;
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};
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} // namespace Cubed
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