Files
Seele/src/Engine/Asset/TextureLoader.cpp
T
2022-04-15 23:45:44 +02:00

75 lines
2.2 KiB
C++

#include "TextureLoader.h"
#include "TextureAsset.h"
#include "Graphics/Graphics.h"
#include "AssetRegistry.h"
#include "Graphics/Vulkan/VulkanGraphicsEnums.h"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include <stb_image_write.h>
#include "ktx.h"
using namespace Seele;
TextureLoader::TextureLoader(Gfx::PGraphics graphics)
: graphics(graphics)
{
placeholderAsset = new TextureAsset(std::filesystem::absolute("./textures/placeholder.ktx"));
placeholderAsset->load();
AssetRegistry::get().textures[""] = placeholderAsset;
}
TextureLoader::~TextureLoader()
{
}
void TextureLoader::importAsset(const std::filesystem::path& path)
{
std::filesystem::path assetPath = path.filename();
assetPath.replace_extension("asset");
PTextureAsset asset = new TextureAsset(assetPath.generic_string());
asset->setStatus(Asset::Status::Loading);
asset->setTexture(placeholderAsset->getTexture());
AssetRegistry::get().registerTexture(asset);
import(path, asset);
}
PTextureAsset TextureLoader::getPlaceholderTexture()
{
return placeholderAsset;
}
void TextureLoader::import(std::filesystem::path path, PTextureAsset textureAsset)
{
int x, y, n;
unsigned char* data = stbi_load(path.string().c_str(), &x, &y, &n, 4);
ktxTexture2* kTexture;
ktxTextureCreateInfo createInfo;
createInfo.vkFormat = VK_FORMAT_R8G8B8A8_SRGB;
createInfo.baseWidth = x;
createInfo.baseHeight = y;
createInfo.baseDepth = 1;
createInfo.numDimensions = 1 + (y > 1);
createInfo.numLevels = 1;
createInfo.numLayers = 1;
createInfo.numFaces = 1;
createInfo.isArray = false;
createInfo.generateMipmaps = true;
ktxTexture2_Create(&createInfo,
KTX_TEXTURE_CREATE_ALLOC_STORAGE,
&kTexture);
ktxTexture_SetImageFromMemory(ktxTexture(kTexture),
0, 0, 0, data, x * y * 4 * sizeof(unsigned char));
stbi_image_free(data);
ktxTexture_WriteToNamedFile(ktxTexture(kTexture), textureAsset->getFullPath().c_str());
ktxTexture_Destroy(ktxTexture(kTexture));
textureAsset->load();
textureAsset->setStatus(Asset::Status::Ready);
////co_return;
}