Dawn/src/file/loaders/texture.c

69 lines
1.8 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "texture.h"
assetmanageritem_t * assetManagerLoadTexture(
assetmanager_t *manager, assetmanagerowner_t owner, char *fileName
) {
assetmanageritem_t *item;
item = assetManagerItemGet(manager, fileName);
if(item == NULL) {
item = assetManagerItemAdd(manager, fileName);
item->type = ASSET_MANAGER_TYPE_TEXTURE;
item->data.texture.fileName = fileName;
}
assetManagerItemGetOrAddHolder(item, owner);
return item;
}
bool _assetManagerLoaderTextureAsync(assetmanageritem_t *item) {
assetbuffer_t *buffer;
int channels;
stbi_io_callbacks OPENGL_STBI_CALLBACKS;
buffer = assetBufferOpen(item->data.texture.fileName);
if(buffer == NULL) return false;
// Setup the interface for STBI
OPENGL_STBI_CALLBACKS.read = &assetBufferRead;
OPENGL_STBI_CALLBACKS.skip = &assetBufferSkip;
OPENGL_STBI_CALLBACKS.eof = &assetBufferEnd;
// Buffer the image
channels = 0;
item->data.texture.data = (pixel_t *)stbi_load_from_callbacks(
&OPENGL_STBI_CALLBACKS, buffer,
&item->data.texture.width, &item->data.texture.height,
&channels, STBI_rgb_alpha
);
// Close the buffer
assetBufferClose(buffer);
if(item->data.texture.data == NULL) return false;
return true;
}
bool _assetManagerLoaderTextureSync(assetmanageritem_t *item) {
// Turn into a texture.
textureInit(
&item->data.texture.texture,
item->data.texture.width,
item->data.texture.height,
item->data.texture.data
);
// Cleanup
stbi_image_free(item->data.texture.data);
return true;
}
bool _assetManagerLoaderTextureDispose(assetmanageritem_t *item) {
textureDispose(&item->data.texture.texture);
return true;
}