game-texture.cpp
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/*
* Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* 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.
*
*/
#include <stdio.h>
#include "game-texture.h"
#include "game-utils.h"
#include <dali-toolkit/public-api/image-loader/sync-image-loader.h>
GameTexture::GameTexture()
{
}
GameTexture::~GameTexture()
{
}
GameTexture::GameTexture( const char* filename ) :
mUniqueId( 0 )
{
Load( filename );
}
bool GameTexture::Load( const char* filename )
{
Dali::PixelData pixelData = Dali::Toolkit::SyncImageLoader::Load( filename );
if( !pixelData )
{
return false;
}
Dali::Texture texture = Dali::Texture::New( Dali::TextureType::TEXTURE_2D,
pixelData.GetPixelFormat(),
pixelData.GetWidth(),
pixelData.GetHeight() );
texture.Upload( pixelData );
texture.GenerateMipmaps();
Dali::TextureSet textureSet = Dali::TextureSet::New();
textureSet.SetTexture( 0, texture );
Dali::Sampler sampler = Dali::Sampler::New();
sampler.SetWrapMode( Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT, Dali::WrapMode::REPEAT );
sampler.SetFilterMode( Dali::FilterMode::LINEAR_MIPMAP_LINEAR, Dali::FilterMode::LINEAR );
textureSet.SetSampler( 0, sampler );
mTexture = texture;
mSampler = sampler;
mTextureSet = textureSet;
mUniqueId = GameUtils::HashString( filename );
mIsReady = true;
return true;
}
Dali::TextureSet& GameTexture::GetTextureSet()
{
return mTextureSet;
}
uint32_t GameTexture::GetUniqueId()
{
return mUniqueId;
}
bool GameTexture::IsReady()
{
return mIsReady;
}