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#include "client/pch.hh"
#include "client/texture_gui.hh"
#include "core/image.hh"
#include "core/resource.hh"
static emhash8::HashMap<std::string, resource_ptr<TextureGUI>> resource_map;
template<>
resource_ptr<TextureGUI> resource::load<TextureGUI>(const char* name, unsigned int flags)
{
auto it = resource_map.find(name);
if(it != resource_map.cend()) {
// Return an existing resource
return it->second;
}
unsigned int image_load_flags = 0U;
if(flags & TEXTURE_GUI_LOAD_VFLIP) {
image_load_flags |= IMAGE_LOAD_FLIP;
}
if(flags & TEXTURE_GUI_LOAD_GRAYSCALE) {
image_load_flags |= IMAGE_LOAD_GRAY;
}
if(auto image = resource::load<Image>(name, image_load_flags)) {
GLuint gl_texture;
glGenTextures(1, &gl_texture);
glBindTexture(GL_TEXTURE_2D, gl_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image->size.x, image->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels);
if(flags & TEXTURE_GUI_LOAD_CLAMP_S) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
}
if(flags & TEXTURE_GUI_LOAD_CLAMP_T) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
if(flags & TEXTURE_GUI_LOAD_LINEAR_MAG) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
if(flags & TEXTURE_GUI_LOAD_LINEAR_MIN) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
auto new_resource = std::make_shared<TextureGUI>();
new_resource->handle = static_cast<ImTextureID>(gl_texture);
new_resource->size.x = image->size.x;
new_resource->size.y = image->size.y;
return resource_map.insert_or_assign(name, new_resource).first->second;
}
return nullptr;
}
template<>
void resource::hard_cleanup<TextureGUI>(void)
{
for(const auto& it : resource_map) {
if(it.second.use_count() > 1L) {
spdlog::warn("resource: zombie resource [TextureGUI] {} [use_count={}]", it.first, it.second.use_count());
} else {
spdlog::debug("resource: releasing [TextureGUI] {}", it.first);
}
auto gl_texture = static_cast<GLuint>(it.second->handle);
glDeleteTextures(1, &gl_texture);
}
resource_map.clear();
}
template<>
void resource::soft_cleanup<TextureGUI>(void)
{
auto iter = resource_map.cbegin();
while(iter != resource_map.cend()) {
if(iter->second.use_count() == 1L) {
spdlog::debug("resource: releasing [TextureGUI] {}", iter->first);
auto gl_texture = static_cast<GLuint>(iter->second->handle);
glDeleteTextures(1, &gl_texture);
iter = resource_map.erase(iter);
continue;
}
iter = std::next(iter);
}
}
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