Async load works, using exceptions for special resources.

This commit is contained in:
William Moberg
2016-01-14 16:27:45 +01:00
parent 9f185a1e35
commit 71047b08ec
13 changed files with 160 additions and 181 deletions
+32 -37
View File
@@ -2,53 +2,48 @@
Texture::Texture(std::string path)
{
m_Image = new PNG(path);
PNG image(path);
if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
delete m_Image;
m_Image = new PNG("Textures/Core/ErrorTexture.png");
if (m_Image->Width == 0 && m_Image->Height == 0 || m_Image->Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;
}
}
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
image = PNG("Textures/Core/ErrorTexture.png");
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;
}
}
this->Width = m_Image->Width;
this->Height = m_Image->Height;
this->Width = image.Width;
this->Height = image.Height;
switch (m_Image->Format) {
case Image::ImageFormat::RGB:
m_Format = GL_RGB;
break;
case Image::ImageFormat::RGBA:
m_Format = GL_RGBA;
break;
}
}
GLint format;
switch (image.Format) {
case Image::ImageFormat::RGB:
format = GL_RGB;
break;
case Image::ImageFormat::RGBA:
format = GL_RGBA;
break;
}
void Texture::GlCommands()
{
// Construct the OpenGL texture
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, m_Format, Width, Height, 0, m_Format, GL_UNSIGNED_BYTE, m_Image->Data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERROR("Texture load");
delete m_Image;
m_Image = nullptr;
// Construct the OpenGL texture
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
GLERROR("Texture load");
}
Texture::~Texture()
{
glDeleteTextures(1, &m_Texture);
glDeleteTextures(1, &m_Texture);
}
void Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
{
glActiveTexture(textureUnit);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glActiveTexture(textureUnit);
glBindTexture(GL_TEXTURE_2D, m_Texture);
}