LumixEngine/src/renderer/texture.h
2015-09-12 12:44:04 +02:00

67 lines
1.8 KiB
C++

#pragma once
#include "core/resource.h"
#include <bgfx.h>
namespace Lumix
{
namespace FS
{
class FileSystem;
}
class LUMIX_RENDERER_API Texture : public Resource
{
public:
Texture(const Path& path, ResourceManager& resource_manager, IAllocator& allocator);
~Texture();
bool create(int w, int h, void* data);
void destroy();
int getDepth() const { return m_depth; }
int getWidth() const { return m_width; }
int getHeight() const { return m_height; }
int getBytesPerPixel() const { return m_BPP; }
const uint8_t* getData() const { return m_data.empty() ? nullptr : &m_data[0]; }
uint8_t* getData() { return m_data.empty() ? nullptr : &m_data[0]; }
void addDataReference();
void removeDataReference();
void onDataUpdated();
void save();
void setFlags(uint32_t flags);
void setPixel(int x, int y, uint32_t color);
uint32_t getPixelNearest(int x, int y) const;
uint32_t getPixel(float x, float y) const;
bgfx::TextureHandle getTextureHandle() const { return m_texture_handle; }
static bool saveTGA(IAllocator& allocator, FS::IFile* file, int width, int height, int bits_per_pixel, const uint8_t* data, const Path& path);
static unsigned int compareTGA(IAllocator& allocator, FS::IFile* file1, FS::IFile* file2, int difference);
private:
bool load3D(FS::IFile& file);
bool loadDDS(FS::IFile& file);
bool loadTGA(FS::IFile& file);
bool loadRaw(FS::IFile& file);
void saveTGA();
virtual void doUnload(void) override;
virtual void loaded(FS::IFile& file, bool success, FS::FileSystem& fs) override;
private:
IAllocator& m_allocator;
int m_width;
int m_height;
int m_BPP;
int m_depth;
int m_data_reference;
uint32_t m_flags;
Array<uint8_t> m_data;
bgfx::TextureHandle m_texture_handle;
};
} // ~namespace Lumix