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#ifndef TEXTURE_CLASS_H
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#define TEXTURE_CLASS_H
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#include <string>
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#include <vector>
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#include <glad/glad.h>
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// A loaded image and nothing else. Game elements wear one through a SurfaceTexture,
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// get these from the ResourceManager.
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class Texture {
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public:
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GLuint ID;
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std::string path;
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int width = 0;
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int height = 0;
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std::vector<unsigned char> pixels; // RGBA, row 0 is the bottom of the image
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Texture(const char* filename);
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Texture(const unsigned char* encoded, int size, const std::string& name); // a png, jpg or the like already in memory
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Texture(int newWidth, int newHeight); // blank white
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Texture(const Texture& source); // an independent copy with its own GL texture
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// Sends pixels to the GPU after they've been edited
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void Upload();
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void Delete();
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private:
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void CreateGLTexture();
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};
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#endif
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