Files
Cubed/src/texture_manager.cpp

90 lines
2.9 KiB
C++

#include <Cubed/config.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/texture_manager.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/log.hpp>
TextureManager::TextureManager() {
}
TextureManager::~TextureManager() {
delet_texture();
}
void TextureManager::delet_texture() {
glDeleteTextures(1, &m_texture_array);
LOG::info("Successfully delete all texture");
}
GLuint TextureManager::get_texture_array() {
return m_texture_array;
}
void TextureManager::load_block_texture(unsigned id) {
CUBED_ASSERT_MSG(id < MAX_BLOCK_NUM, "Exceed the max block sum limit");
const std::string& name = MapTable::get_name_from_id(id);
// air don`t need texture
if (id == 0) {
return;
}
unsigned char * image_data[6];
std::string block_texture_path = "assets/texture/block/" + name;
image_data[0] = (Shader::load_image_data(block_texture_path + "/front.png"));
image_data[1] = (Shader::load_image_data(block_texture_path + "/right.png"));
image_data[2] = (Shader::load_image_data(block_texture_path + "/back.png"));
image_data[3] = (Shader::load_image_data(block_texture_path + "/left.png"));
image_data[4] = (Shader::load_image_data(block_texture_path + "/top.png"));
image_data[5] = (Shader::load_image_data(block_texture_path + "/base.png"));
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
Shader::check_opengl_error();
for (int i = 0; i < 6; i++) {
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0,
0, 0, id * 6 + i,
16, 16, 1,
GL_RGBA, GL_UNSIGNED_BYTE,
image_data[i]
);
Shader::check_opengl_error();
Shader::delete_image_data(image_data[i]);
}
}
void TextureManager::init_texture() {
MapTable::init_map();
glGenTextures(1, &m_texture_array);
Shader::check_opengl_error();
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
Shader::check_opengl_error();
glTexImage3D(GL_TEXTURE_2D_ARRAY,
0, GL_RGBA,
16, 16,
MAX_BLOCK_NUM * 6,
0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
Shader::check_opengl_error();
for (int i = 0; i < MAX_BLOCK_NUM; i++) {
load_block_texture(i);
}
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_array);
Shader::check_opengl_error();
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
Shader::check_opengl_error();
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
Shader::check_opengl_error();
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
Shader::check_opengl_error();
GLfloat max_aniso = 0.0f;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &max_aniso);
if (max_aniso > 0.0f) {
LOG::info("Support anisotropic filtering max_aniso is {}", max_aniso);
glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, max_aniso);
}
}