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refactor: extract image code into single component
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104
src/ObjImage/Image/Dx12TextureLoader.cpp
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104
src/ObjImage/Image/Dx12TextureLoader.cpp
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#include "Dx12TextureLoader.h"
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#include <cstring>
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Dx12TextureLoader::Dx12TextureLoader()
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: m_format(oat::DXGI_FORMAT_UNKNOWN),
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m_type(TextureType::T_2D),
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m_has_mip_maps(false),
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m_width(1u),
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m_height(1u),
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m_depth(1u)
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{
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}
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const ImageFormat* Dx12TextureLoader::GetFormatForDx12Format() const
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{
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for (auto i : ImageFormat::ALL_FORMATS)
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{
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if (i->GetDxgiFormat() == m_format)
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return i;
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}
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return nullptr;
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}
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Dx12TextureLoader& Dx12TextureLoader::Format(const oat::DXGI_FORMAT format)
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{
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m_format = format;
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return *this;
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}
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Dx12TextureLoader& Dx12TextureLoader::Type(const TextureType textureType)
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{
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m_type = textureType;
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return *this;
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}
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Dx12TextureLoader& Dx12TextureLoader::HasMipMaps(const bool hasMipMaps)
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{
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m_has_mip_maps = hasMipMaps;
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return *this;
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}
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Dx12TextureLoader& Dx12TextureLoader::Width(const size_t width)
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{
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m_width = width;
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return *this;
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}
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Dx12TextureLoader& Dx12TextureLoader::Height(const size_t height)
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{
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m_height = height;
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return *this;
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}
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Dx12TextureLoader& Dx12TextureLoader::Depth(const size_t depth)
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{
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m_depth = depth;
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return *this;
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}
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std::unique_ptr<Texture> Dx12TextureLoader::LoadTexture(const void* data)
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{
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const auto* format = GetFormatForDx12Format();
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if (format == nullptr)
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return nullptr;
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std::unique_ptr<Texture> texture;
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switch (m_type)
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{
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case TextureType::T_2D:
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texture = std::make_unique<Texture2D>(format, m_width, m_height, m_has_mip_maps);
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break;
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case TextureType::T_3D:
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texture = std::make_unique<Texture3D>(format, m_width, m_height, m_depth, m_has_mip_maps);
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break;
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case TextureType::T_CUBE:
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texture = std::make_unique<TextureCube>(format, m_width, m_width, m_has_mip_maps);
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break;
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default:
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return nullptr;
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}
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texture->Allocate();
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const auto mipMapCount = m_has_mip_maps ? texture->GetMipMapCount() : 1;
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const auto faceCount = m_type == TextureType::T_CUBE ? 6 : 1;
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const void* currentDataOffset = data;
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for (auto currentMipLevel = 0; currentMipLevel < mipMapCount; currentMipLevel++)
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{
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for (auto currentFace = 0; currentFace < faceCount; currentFace++)
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{
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const auto mipSize = texture->GetSizeOfMipLevel(currentMipLevel);
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memcpy(texture->GetBufferForMipLevel(currentMipLevel, currentFace), currentDataOffset, mipSize);
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currentDataOffset = reinterpret_cast<const void*>(reinterpret_cast<uintptr_t>(currentDataOffset) + mipSize);
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}
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}
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return texture;
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}
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