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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-23 21:27:01 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-23 21:27:01 +0200
commit080ad535e6fc6666b919b1a21b6986aaf9b678eb (patch)
treef4d96cb68769ddd06087977ad7d26c3fd31ff4e8 /mwe/resource-manager/TextureMap.cpp
parentde356f60b91fab37b1456992dc66ada8bd8e4dd7 (diff)
initial nitpicking
Diffstat (limited to 'mwe/resource-manager/TextureMap.cpp')
-rw-r--r--mwe/resource-manager/TextureMap.cpp74
1 files changed, 74 insertions, 0 deletions
diff --git a/mwe/resource-manager/TextureMap.cpp b/mwe/resource-manager/TextureMap.cpp
new file mode 100644
index 0000000..847bab9
--- /dev/null
+++ b/mwe/resource-manager/TextureMap.cpp
@@ -0,0 +1,74 @@
+#include "TextureMap.h"
+
+
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+
+#include <iostream>
+#include <cstdint>
+
+TextureMap::TextureMap()
+ : m_texture(nullptr)
+{
+
+}
+
+TextureMap::~TextureMap()
+{
+ if (m_texture)
+ {
+ SDL_DestroyTexture(m_texture);
+ }
+}
+
+//public
+bool TextureMap::loadFromFile(const std::string& path, SDL_Renderer* renderer)
+{
+ assert(renderer != nullptr);
+ assert(!path.empty());
+
+ std::int32_t x = 0;
+ std::int32_t y = 0;
+ std::int32_t c = 0;
+ unsigned char* data = stbi_load(path.c_str(), &x, &y, &c, 0);
+
+ if (data)
+ {
+ std::int32_t pitch = x * c;
+ pitch = (pitch + 3) & ~3;
+
+ constexpr std::int32_t rmask = 0x000000ff;
+ constexpr std::int32_t gmask = 0x0000ff00;
+ constexpr std::int32_t bmask = 0x00ff0000;
+ const std::int32_t amask = c == 4 ? 0xff000000 : 0;
+
+ auto* surface = SDL_CreateRGBSurfaceFrom(data, x, y, c * 8, pitch, rmask, gmask, bmask, amask);
+
+ if (!surface)
+ {
+ std::cerr << "Unable to create texture surface: " << SDL_GetError() << "\n";
+ stbi_image_free(data);
+ return false;
+ }
+
+ m_texture = SDL_CreateTextureFromSurface(renderer, surface);
+
+ SDL_FreeSurface(surface);
+ stbi_image_free(data);
+
+ if (!m_texture)
+ {
+ std::cerr << "Failed to create texture for " << path << "\n";
+ return false;
+ }
+
+ //sets alpha blending
+ //SDL_SetTextureBlendMode(m_texture, SDL_BLENDMODE_BLEND);
+ m_size.x = x;
+ m_size.y = y;
+
+ return true;
+ }
+
+ return false;
+}