mirror of
https://github.com/bloeys/nmage.git
synced 2025-12-29 13:28:20 +00:00
Loading cubemap textures+don't store texture by default
This commit is contained in:
@ -1,8 +1,8 @@
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package assets
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var (
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Textures map[uint32]Texture = make(map[uint32]Texture)
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TexturePaths map[string]uint32 = make(map[string]uint32)
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Textures = make(map[uint32]Texture)
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TexturePaths = make(map[string]uint32)
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)
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func AddTextureToCache(t Texture) {
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@ -4,8 +4,12 @@ import (
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"bytes"
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"image"
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"image/color"
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"image/jpeg"
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"image/png"
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"io"
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"os"
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"path"
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"strings"
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"unsafe"
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"github.com/go-gl/gl/v4.1-core/gl"
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@ -30,6 +34,18 @@ type TextureLoadOptions struct {
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TryLoadFromCache bool
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WriteToCache bool
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GenMipMaps bool
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KeepPixelsInMem bool
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}
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type Cubemap struct {
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// These only exists for textures loaded from disk
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RightPath string
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LeftPath string
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TopPath string
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BotPath string
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FrontPath string
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BackPath string
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TexID uint32
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}
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func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, error) {
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@ -57,27 +73,9 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
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tex := Texture{
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Path: file,
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Width: int32(img.Bounds().Dx()),
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Height: int32(img.Bounds().Dy()),
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Pixels: make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4),
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}
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//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
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//NOTE: We only support 8-bit channels (32-bit colors) for now
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i := 0
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for y := img.Bounds().Dy() - 1; y >= 0; y-- {
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for x := 0; x < img.Bounds().Dx(); x++ {
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c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
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tex.Pixels[i] = c.R
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tex.Pixels[i+1] = c.G
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tex.Pixels[i+2] = c.B
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tex.Pixels[i+3] = c.A
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i += 4
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}
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}
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tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
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//Prepare opengl stuff
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gl.GenTextures(1, &tex.TexID)
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@ -100,37 +98,21 @@ func LoadTexturePNG(file string, loadOptions *TextureLoadOptions) (Texture, erro
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AddTextureToCache(tex)
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}
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if !loadOptions.KeepPixelsInMem {
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tex.Pixels = nil
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}
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return tex, nil
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}
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func LoadTextureInMemImg(img image.Image, loadOptions *TextureLoadOptions) (Texture, error) {
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func LoadTextureInMemPngImg(img image.Image, loadOptions *TextureLoadOptions) (Texture, error) {
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if loadOptions == nil {
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loadOptions = &TextureLoadOptions{}
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}
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tex := Texture{
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Width: int32(img.Bounds().Dx()),
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Height: int32(img.Bounds().Dy()),
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Pixels: make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4),
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}
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//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
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//NOTE: We only support 8-bit channels (32-bit colors) for now
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i := 0
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for y := img.Bounds().Dy() - 1; y >= 0; y-- {
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for x := 0; x < img.Bounds().Dx(); x++ {
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c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
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tex.Pixels[i] = c.R
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tex.Pixels[i+1] = c.G
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tex.Pixels[i+2] = c.B
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tex.Pixels[i+3] = c.A
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i += 4
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}
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}
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tex := Texture{}
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tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
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//Prepare opengl stuff
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gl.GenTextures(1, &tex.TexID)
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@ -153,5 +135,174 @@ func LoadTextureInMemImg(img image.Image, loadOptions *TextureLoadOptions) (Text
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AddTextureToCache(tex)
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}
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if !loadOptions.KeepPixelsInMem {
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tex.Pixels = nil
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}
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return tex, nil
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}
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func LoadTextureJpeg(file string, loadOptions *TextureLoadOptions) (Texture, error) {
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if loadOptions == nil {
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loadOptions = &TextureLoadOptions{}
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}
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if loadOptions.TryLoadFromCache {
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if tex, ok := GetTextureFromCachePath(file); ok {
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return tex, nil
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}
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}
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//Load from disk
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fileBytes, err := os.ReadFile(file)
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if err != nil {
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return Texture{}, err
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}
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img, err := jpeg.Decode(bytes.NewReader(fileBytes))
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if err != nil {
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return Texture{}, err
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}
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tex := Texture{
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Path: file,
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}
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tex.Pixels, tex.Width, tex.Height = pixelsFromNrgbaPng(img)
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//Prepare opengl stuff
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gl.GenTextures(1, &tex.TexID)
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gl.BindTexture(gl.TEXTURE_2D, tex.TexID)
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// set the texture wrapping/filtering options (on the currently bound texture object)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
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if loadOptions.GenMipMaps {
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gl.GenerateMipmap(tex.TexID)
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}
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if loadOptions.WriteToCache {
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AddTextureToCache(tex)
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}
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if !loadOptions.KeepPixelsInMem {
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tex.Pixels = nil
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}
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return tex, nil
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}
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func pixelsFromNrgbaPng(img image.Image) (pixels []byte, width, height int32) {
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//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
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//NOTE: We only support 8-bit channels (32-bit colors) for now
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i := 0
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width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
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pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
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for y := img.Bounds().Dy() - 1; y >= 0; y-- {
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for x := 0; x < img.Bounds().Dx(); x++ {
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c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
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pixels[i] = c.R
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pixels[i+1] = c.G
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pixels[i+2] = c.B
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pixels[i+3] = c.A
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i += 4
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}
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}
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return pixels, width, height
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}
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func pixelsFromNrgbaJpg(img image.Image) (pixels []byte, width, height int32) {
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//NOTE: Load bottom left to top right because this is the texture coordinate system used by OpenGL
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//NOTE: We only support 8-bit channels (32-bit colors) for now
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i := 0
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width, height = int32(img.Bounds().Dx()), int32(img.Bounds().Dy())
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pixels = make([]byte, img.Bounds().Dx()*img.Bounds().Dy()*4)
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for y := img.Bounds().Dy() - 1; y >= 0; y-- {
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for x := 0; x < img.Bounds().Dx(); x++ {
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c := color.NRGBAModel.Convert(img.At(x, y)).(color.NRGBA)
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pixels[i] = c.R
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pixels[i+1] = c.G
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pixels[i+2] = c.B
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pixels[i+3] = c.A
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i += 4
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}
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}
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return pixels, width, height
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}
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func LoadCubemapTextures(rightTex, leftTex, topTex, botTex, frontTex, backTex string) (Cubemap, error) {
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var imgDecoder func(r io.Reader) (image.Image, error)
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var pixelDecoder func(image.Image) ([]byte, int32, int32)
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ext := strings.ToLower(path.Ext(rightTex))
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if ext == ".jpg" || ext == ".jpeg" {
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imgDecoder = jpeg.Decode
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pixelDecoder = pixelsFromNrgbaJpg
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} else if ext == ".png" {
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imgDecoder = png.Decode
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pixelDecoder = pixelsFromNrgbaPng
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} else {
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panic("unknown image extension: " + ext)
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}
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cmap := Cubemap{
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RightPath: rightTex,
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LeftPath: leftTex,
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TopPath: topTex,
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BotPath: botTex,
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FrontPath: frontTex,
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BackPath: backTex,
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}
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texturePaths := []string{rightTex, leftTex, topTex, botTex, frontTex, backTex}
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for i := 0; i < len(texturePaths); i++ {
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fPath := texturePaths[i]
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//Load from disk
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fileBytes, err := os.ReadFile(fPath)
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if err != nil {
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return Cubemap{}, err
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}
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img, err := imgDecoder(bytes.NewReader(fileBytes))
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if err != nil {
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return Cubemap{}, err
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}
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pixels, width, height := pixelDecoder(img)
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//Prepare opengl stuff
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gl.GenTextures(1, &cmap.TexID)
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, cmap.TexID)
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// load and generate the texture
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gl.TexImage2D(gl.TEXTURE_CUBE_MAP, 0, gl.RGBA8, int32(width), int32(height), 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&pixels[0]))
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}
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// set the texture wrapping/filtering options (on the currently bound texture object)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
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gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE)
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return cmap, nil
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}
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11
main.go
11
main.go
@ -56,6 +56,8 @@ var (
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debugDrawDepthBuffer bool
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debugDepthMat *materials.Material
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skyboxCmap assets.Cubemap
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)
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type OurGame struct {
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@ -169,6 +171,15 @@ func (g *OurGame) Init() {
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logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
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}
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// skyboxCmap, err = assets.LoadCubemapTextures(
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// "./res/textures/sb-right.jpg", "./res/textures/sb-left.jpg",
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// "./res/textures/sb-top.jpg", "./res/textures/sb-bottom.jpg",
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// "./res/textures/sb-front.jpg", "./res/textures/sb-back.jpg",
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// )
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// if err != nil {
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// logging.ErrLog.Fatalln("Failed to load cubemap. Err: ", err)
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// }
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//Configure material
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simpleMat.DiffuseTex = tex.TexID
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Reference in New Issue
Block a user