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Aquaria/BBGE/Texture.h
fgenesis 70b8dcdc3a Rework texture loading, part 1
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
2023-05-31 00:55:16 +02:00

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C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef BBGE_TEXTURE_H
#define BBGE_TEXTURE_H
#include <string>
#include "Refcounted.h"
enum TextureLoadResult
{
TEX_FAILED,
TEX_SUCCESS
};
struct ImageData;
class Texture : public Refcounted
{
public:
Texture();
~Texture();
void apply(bool repeat = false) const;
void unload();
unsigned gltexid;
int width, height;
void writeRGBA(int tx, int ty, int w, int h, const unsigned char *pixels);
void readRGBA(unsigned char *pixels);
unsigned char *getBufferAndSize(int *w, int *h, size_t *size); // returned memory must be free()'d
std::string name, filename;
bool upload(const ImageData& img, bool mipmap);
bool success;
protected:
int ow, oh;
bool _mipmap;
private:
mutable bool _repeating; // modified during rendering
};
#define UNREFTEX(x) {x = NULL;}
#endif