factored out texture GPU data loading

improved texture buffer and layer retrieval
using draw commands 1:1 with meshes
This commit is contained in:
devZoGok
2026-07-08 12:08:03 +03:00
parent e448f7003e
commit f457c69d36
11 changed files with 85 additions and 158 deletions
+4 -7
View File
@@ -17,15 +17,12 @@ namespace vb01{
Asset* ImageReader::readAsset(string path){
stbi_set_flip_vertically_on_load(flip);
int width, height, numChannels, layerId;
int width, height, numChannels, bufferId, layerId;
u8 *data = stbi_load(path.c_str(), &width, &height, &numChannels, 0);
if(loadToGpu){
Root *root = Root::getSingleton();
u32 *texBuffer = (sceneImage ? root->getMeshTextureBuffer() : root->getGuiTextureBuffer());
root->initTextureDataOnGpu(texBuffer, data, width, height, layerId);
}
if(loadToGpu)
Root::getSingleton()->initTextureDataOnGpu(data, width, height, bufferId, layerId, sceneImage);
return new ImageAsset(path, data, width, height, numChannels, layerId);
return new ImageAsset(path, data, width, height, numChannels, bufferId, layerId, loadToGpu);
}
}