blob: 29998ee4c842c6c70959abb7f074f4d19cae369f (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
//-----------------------------------------------------------------------------
// Name: textureatlas.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Graphics/textures.h>
#include <Graphics/textureref.h>
#include <Graphics/atlasnodetree.h>
#include <Graphics/vbocontainer.h>
#include <Images/texture_data.h>
#include <queue>
class TextureAtlas;
struct TextureAtlasRef
{
public:
ivec2 pos;
ivec2 dim;
vec2 uv_start;
vec2 uv_size;
TextureAtlas* source;
};
class TextureAtlas
{
private:
std::queue<std::pair<std::string,AtlasNodeTree::AtlasNode*> > dirtyNodes;
void DrawToAtlasNode( const std::string& rel_path, const AtlasNodeTree::AtlasNode& node );
public:
GLuint framebuffer;
TextureRef atlas_texture;
ivec2 dim;
TextureAtlas(AtlasNodeTree& atlasNodeTree, TextureData::ColorSpace colorSpace);
//AtlasTextureAssetRef
TextureAtlasRef SetTextureToNode(const std::string& rel_path, AtlasNodeTree::AtlasNodeRef node );
void Draw();
};
|