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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-03-15 02:10:31 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-03-15 02:10:31 +0000 |
commit | ac90f8e60b1c971c342cdd98769388563e157557 (patch) | |
tree | 87b0092c13be552aed47fb2b15bdd87b007f0247 /assetFactory/assetFactory.cpp | |
parent | Texture member to save the texture as a TGA (diff) | |
download | ilt-ac90f8e60b1c971c342cdd98769388563e157557.tar.bz2 ilt-ac90f8e60b1c971c342cdd98769388563e157557.tar.xz ilt-ac90f8e60b1c971c342cdd98769388563e157557.zip |
Populate super texture with fragments
This is kinda buggy due to TexturePacker sorting its input array and the client having no idea
the order of the results.
Diffstat (limited to 'assetFactory/assetFactory.cpp')
-rw-r--r-- | assetFactory/assetFactory.cpp | 20 |
1 files changed, 12 insertions, 8 deletions
diff --git a/assetFactory/assetFactory.cpp b/assetFactory/assetFactory.cpp index 276c258..77dd554 100644 --- a/assetFactory/assetFactory.cpp +++ b/assetFactory/assetFactory.cpp @@ -118,21 +118,25 @@ AssetFactory::createTexutre() const }); const auto [layout, outSize] = TexturePacker {imageSizes}.pack(); // * create texture - std::vector<glm::u8vec4> textureData(TexturePacker::area(outSize), {127, 127, 127, 255}); + texture = std::make_shared<Texture>(outSize.x, outSize.y, TextureOptions {.wrap = GL_CLAMP_TO_EDGE}); std::transform(textureFragments.begin(), textureFragments.end(), std::inserter(textureFragmentPositions, textureFragmentPositions.end()), - [position = layout.begin(), size = imageSizes.begin(), outSize = outSize](const auto & tf) mutable { - const glm::vec4 positionFraction { - static_cast<float>(position->x) / static_cast<float>(outSize.x), - static_cast<float>(position->y) / static_cast<float>(outSize.y), - static_cast<float>(position->x + size->x) / static_cast<float>(outSize.x), - static_cast<float>(position->y + size->y) / static_cast<float>(outSize.y), + [position = layout.begin(), image = images.begin(), size = imageSizes.begin(), + outSize = glm::vec2 {outSize}](const auto & tf) mutable { + glm::vec4 positionFraction { + static_cast<float>(position->x) / outSize.x, + static_cast<float>(position->y) / outSize.y, + static_cast<float>(position->x + size->x) / outSize.x, + static_cast<float>(position->y + size->y) / outSize.y, }; + glTexSubImage2D(GL_TEXTURE_2D, 0, static_cast<GLint>(position->x), static_cast<GLint>(position->y), + static_cast<GLint>(size->x), static_cast<GLint>(size->y), GL_RGBA, GL_UNSIGNED_BYTE, + image->get()->data.data()); position++; + image++; size++; return decltype(textureFragmentPositions)::value_type {tf.first, positionFraction}; }); - texture = std::make_shared<Texture>(outSize.x, outSize.y, textureData.data()); } } |