mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-01 15:35:47 +00:00
70b8dcdc3a
Major code/logic cleanups + it has a multithreaded batch mode now. The VFS code doesn't like multiple threads at all, so for now there's a big lock in front of where it matters. Changed precacher, map/tileset, and worldmap loading to batched mode. Still TODO: - fix broken mod preview images - reloading resources on debug key - make mod recache entirely unnecessary - actually drop resources when no longer needed
68 lines
1.5 KiB
C++
68 lines
1.5 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef BBGE_TEXTURE_H
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#define BBGE_TEXTURE_H
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#include <string>
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#include "Refcounted.h"
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enum TextureLoadResult
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{
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TEX_FAILED,
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TEX_SUCCESS
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};
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struct ImageData;
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class Texture : public Refcounted
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{
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public:
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Texture();
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~Texture();
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void apply(bool repeat = false) const;
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void unload();
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unsigned gltexid;
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int width, height;
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void writeRGBA(int tx, int ty, int w, int h, const unsigned char *pixels);
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void readRGBA(unsigned char *pixels);
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unsigned char *getBufferAndSize(int *w, int *h, size_t *size); // returned memory must be free()'d
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std::string name, filename;
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bool upload(const ImageData& img, bool mipmap);
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bool success;
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protected:
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int ow, oh;
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bool _mipmap;
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private:
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mutable bool _repeating; // modified during rendering
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};
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#define UNREFTEX(x) {x = NULL;}
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#endif
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