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// This file is part of the 64k demo project.
// It defines the TextureManager for procedural assets.
// Handles generation and GPU upload of procedural textures.
#pragma once
#include "gpu/gpu.h"
#include <map>
#include <string>
#include <vector>
#if defined(DEMO_CROSS_COMPILE_WIN32)
#include <webgpu/webgpu.h>
#else
#include <webgpu.h>
#endif
struct ProceduralTextureDef {
int width;
int height;
void (*gen_func)(uint8_t*, int, int, const float*, int);
std::vector<float> params;
};
struct GpuTexture {
WGPUTexture texture;
WGPUTextureView view;
int width;
int height;
};
class TextureManager {
public:
void init(WGPUDevice device, WGPUQueue queue);
void shutdown();
// Registers and generates a texture immediately
void create_procedural_texture(const std::string& name,
const ProceduralTextureDef& def);
// Creates a texture from existing data (RGBA8)
void create_texture(const std::string& name, int width, int height,
const uint8_t* data);
// Retrieves a texture view by name (returns nullptr if not found)
WGPUTextureView get_texture_view(const std::string& name);
private:
WGPUDevice device_;
WGPUQueue queue_;
std::map<std::string, GpuTexture> textures_;
};
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