public override void Load(IResourceCache cache, string diskPath) { if (!File.Exists(diskPath)) { throw new FileNotFoundException(diskPath); } godotTexture = new Godot.ImageTexture(); godotTexture.Load(diskPath); // If it fails to load it won't change the texture dimensions, so they'll still be at zero. if (godotTexture.GetWidth() == 0) { throw new InvalidDataException(); } // Disable filter by default because pixel art. godotTexture.SetFlags(godotTexture.GetFlags() & ~(int)Godot.Texture.FlagsEnum.Filter); Texture = new GodotTextureSource(godotTexture); // Primarily for tracking down iCCP sRGB errors in the image files. Logger.Debug($"Loaded texture {Path.GetFullPath(diskPath)}."); }
private void _loadGodot(IResourceCache cache, ResourcePath path) { DebugTools.Assert(GameController.Mode == GameController.DisplayMode.Godot); using (var stream = cache.ContentFileRead(path)) { var buffer = stream.ToArray(); var image = new Godot.Image(); var error = image.LoadPngFromBuffer(buffer); if (error != Godot.Error.Ok) { throw new InvalidDataException($"Unable to load texture from buffer, reason: {error}"); } godotTexture = new Godot.ImageTexture(); godotTexture.CreateFromImage(image); } // Disable filter by default because pixel art. godotTexture.SetFlags(godotTexture.GetFlags() & ~(int)Godot.Texture.FlagsEnum.Filter); Texture = new GodotTextureSource(godotTexture); }
public override void Load(IResourceCache cache, ResourcePath path) { if (!cache.ContentFileExists(path)) { throw new FileNotFoundException("Content file does not exist for texture"); } if (!cache.TryGetDiskFilePath(path, out string diskPath)) { throw new InvalidOperationException("Textures can only be loaded from disk."); } godotTexture = new Godot.ImageTexture(); godotTexture.Load(diskPath); // If it fails to load it won't change the texture dimensions, so they'll still be at zero. if (godotTexture.GetWidth() == 0) { throw new InvalidDataException(); } // Disable filter by default because pixel art. godotTexture.SetFlags(godotTexture.GetFlags() & ~(int)Godot.Texture.FlagsEnum.Filter); Texture = new GodotTextureSource(godotTexture); // Primarily for tracking down iCCP sRGB errors in the image files. Logger.Debug($"Loaded texture {Path.GetFullPath(diskPath)}."); }