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#pragma once
#include <experimental/filesystem>
#include <map>
#include <GL/glew.h>
#include <glm/vec4.hpp>
#include <nlohmann/json.hpp>
#include <world/Block.hpp>
#include <graphics/Texture.hpp>
struct TextureCoordinates {
TextureCoordinates(float x = -1, float y = -1, float w = -1, float h = -1) : x(x), y(y), w(w), h(h) {}
bool operator==(const TextureCoordinates &rhs) const {
return x == rhs.x &&
y == rhs.y &&
w == rhs.w &&
h == rhs.h;
}
explicit operator bool() const {
return !(*this == TextureCoordinates(-1, -1, -1, -1));
}
float x, y, w, h;
};
struct BlockTextureId {
//Block sides: 0 - bottom, 1 - top, 2 - north, 3 - south, 4 - west, 5 - east 6 - every side
BlockTextureId(int id = 0, int state = 0, int side = 6) : id(id), state(state), side(side) {}
int id:9;
int state:4;
int side:3;
bool operator<(const BlockTextureId &rhs) const {
if (id < rhs.id)
return true;
if (rhs.id < id)
return false;
if (state < rhs.state)
return true;
if (rhs.state < state)
return false;
return side < rhs.side;
}
};
class AssetManager {
Texture *textureAtlas;
std::map<std::string, Block> assetIds;
std::map<std::string, TextureCoordinates> assetTextures;
std::map<BlockTextureId,glm::vec4> textureAtlasIndexes;
public:
AssetManager();
~AssetManager();
void LoadTextureResources();
TextureCoordinates GetTextureByAssetName(std::string AssetName);
std::string GetTextureAssetNameByBlockId(BlockTextureId block);
GLuint GetTextureAtlas();
const std::map<BlockTextureId,glm::vec4> &GetTextureAtlasIndexes();
void LoadIds();
TextureCoordinates GetTextureByBlock(BlockTextureId block);
};
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