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https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
70 lines
1.8 KiB
C#
70 lines
1.8 KiB
C#
using Sandbox.Resources;
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namespace Editor;
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[Expose]
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[ResourceIdentity( "texture" )]
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[ResourceIdentity( "vtex" )]
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public class TextureResourceCompiler : ResourceCompiler
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{
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public TextureResourceCompiler()
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{
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}
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/// <summary>
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/// We found an embedded resource definition.
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/// 1. Find the TextureGenerator
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/// 2. Create a child texture resource with a deterministic name
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/// 3. Put the provided compile data in that and let it compile
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/// 4. Store a reference to the compiled version in the json
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/// </summary>
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protected override bool CompileEmbedded( ref EmbeddedResource embed )
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{
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return CompileEmbeddedResource<Texture>( ref embed, "textures", "vtex", FileSystem.Transient );
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}
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override protected async Task<bool> Compile()
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{
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if ( !TryParseEmbeddedResource( out var serialized ) || !serialized.HasValue )
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return false;
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var generator = ResourceGenerator.Create<Texture>( serialized.Value );
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if ( generator is null || !generator.CacheToDisk ) return false;
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var texture = await generator.CreateAsync( new ResourceGenerator.Options { ForDisk = true, Compiler = this }, default );
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if ( texture is null ) return false;
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Context.ResourceVersion = 1;
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//
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// Note: mipmaps don't work with PNG format ya doink
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//
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int width = texture.Width;
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int height = texture.Height;
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int depth = texture.Depth;
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int mipCount = texture.Mips;
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var writer = new VTexWriter();
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for ( var mip = 0; mip < mipCount; mip++ )
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{
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var bitmap = texture.GetBitmap( mip );
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writer.SetTexture( bitmap, mip );
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}
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writer.Header.Width = (ushort)width;
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writer.Header.Height = (ushort)height;
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writer.Header.Depth = (ushort)depth;
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writer.Header.MipCount = (byte)mipCount;
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writer.CalculateFormat();
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Context.Data.Write( writer.GetData() );
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Context.StreamingData.Write( writer.GetStreamingData() );
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return true;
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}
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}
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