com.badlogic.gdx.assets.loaders.TextureLoader Maven / Gradle / Ivy
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/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.assets.loaders;
import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetLoaderParameters;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.PixmapIO;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.Texture.TextureWrap;
import com.badlogic.gdx.graphics.TextureData;
import com.badlogic.gdx.graphics.glutils.ETC1TextureData;
import com.badlogic.gdx.graphics.glutils.FileTextureData;
import com.badlogic.gdx.utils.Array;
/**
* {@link AssetLoader} for {@link Texture} instances. The pixel data is loaded asynchronously. The texture
* is then created on the rendering thread, synchronously. Passing a {@link TextureParameter} to {@link AssetManager#load(String, Class, AssetLoaderParameters)}
* allows one to specify parameters as can be passed to the various Texture constructors, e.g. filtering,
* whether to generate mipmaps and so on.
* @author mzechner
*
*/
public class TextureLoader extends AsynchronousAssetLoader {
TextureData data;
Texture texture;
public TextureLoader (FileHandleResolver resolver) {
super(resolver);
}
@Override
public void loadAsync (AssetManager manager, String fileName, TextureParameter parameter) {
if (parameter == null || (parameter != null && parameter.textureData == null)) {
Pixmap pixmap = null;
Format format = null;
boolean genMipMaps = false;
texture = null;
if (parameter != null) {
format = parameter.format;
genMipMaps = parameter.genMipMaps;
texture = parameter.texture;
}
FileHandle handle = resolve(fileName);
if (!fileName.contains(".etc1")) {
if(fileName.contains(".cim")) pixmap = PixmapIO.readCIM(handle);
else pixmap = new Pixmap(handle);
data = new FileTextureData(handle, pixmap, format, genMipMaps);
} else {
data = new ETC1TextureData(handle, genMipMaps);
}
} else {
data = parameter.textureData;
if(!data.isPrepared()) data.prepare();
texture = parameter.texture;
}
}
@Override
public Texture loadSync (AssetManager manager, String fileName, TextureParameter parameter) {
Texture texture = this.texture;
if (texture != null) {
texture.load(data);
} else {
texture = new Texture(data);
}
if (parameter != null) {
texture.setFilter(parameter.minFilter, parameter.magFilter);
texture.setWrap(parameter.wrapU, parameter.wrapV);
}
return texture;
}
@Override
public Array getDependencies (String fileName, TextureParameter parameter) {
return null;
}
static public class TextureParameter extends AssetLoaderParameters {
/** the format of the final Texture. Uses the source images format if null **/
public Format format = null;
/** whether to generate mipmaps **/
public boolean genMipMaps = false;
/** The texture to put the {@link TextureData} in, optional. **/
public Texture texture = null;
/** TextureData for textures created on the fly, optional. When set, all format and genMipMaps are ignored */
public TextureData textureData = null;
public TextureFilter minFilter = TextureFilter.Nearest;
public TextureFilter magFilter = TextureFilter.Nearest;
public TextureWrap wrapU = TextureWrap.ClampToEdge;
public TextureWrap wrapV = TextureWrap.ClampToEdge;
}
}
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