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#include "TextureMap.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <cstdint>
#include <iostream>
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;
}
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