working on texture manager

This commit is contained in:
Vladislav Khorev committed 2026-05-01 21:00:51 +03:00
1 parent e04fcbb9bd
commit be6a8cca9e
9 files changed
+92 -39

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+5 -5
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@@ -49,7 +49,7 @@ namespace ZL
void Location::setup(const LocationSetup& params)
{
roomTexture = std::make_unique<Texture>(CreateTextureDataFromPng(params.roomTexturePath, CONST_ZIP_FILE));
roomTexture = renderer.textureManager.LoadFromPng(params.roomTexturePath, CONST_ZIP_FILE);
roomMesh.data = LoadFromTextFile02(params.roomMeshPath, CONST_ZIP_FILE);
roomMesh.data.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5, Eigen::Vector3f::UnitY())).toRotationMatrix());
roomMesh.RefreshVBO();
@@ -62,9 +62,9 @@ namespace ZL
//auto playerTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/gg/IMG_20260413_182354_992.png", CONST_ZIP_FILE));
auto playerTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/gg/UniV_Grid_2K_Base_color.png", CONST_ZIP_FILE));
auto playerTexture = renderer.textureManager.LoadFromPng("resources/w/gg/UniV_Grid_2K_Base_color.png", CONST_ZIP_FILE);
auto sparkTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/spark.png", CONST_ZIP_FILE));
auto sparkTexture = renderer.textureManager.LoadFromPng("resources/w/spark.png", CONST_ZIP_FILE);
player = std::make_unique<Character>();
/*
@@ -90,7 +90,7 @@ namespace ZL
player->weaponTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/white.png", CONST_ZIP_FILE));
player->weaponTexture = renderer.textureManager.LoadFromPng("resources/w/white.png", CONST_ZIP_FILE);
//player->weaponMesh.AssignFrom(LoadFromTextFile02("resources/w/gg/knife001.txt", CONST_ZIP_FILE));
player->weaponMesh.data = LoadFromTextFile02("resources/w/gg/knife002.txt", CONST_ZIP_FILE);
@@ -132,7 +132,7 @@ namespace ZL
}
}
auto sparkTexture2 = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/star.png", CONST_ZIP_FILE));
auto sparkTexture2 = renderer.textureManager.LoadFromPng("resources/w/star.png", CONST_ZIP_FILE);
// Teleport zone visuals: an upward fountain of sparks parked at the
// teleport position, so the player can spot the zone from a distance.