ES-DE/es-core/src/resources/TextureData.h

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#pragma once
#ifndef ES_CORE_RESOURCES_TEXTURE_DATA_H
#define ES_CORE_RESOURCES_TEXTURE_DATA_H
#include "platform.h"
#include GLHEADER
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#include <mutex>
#include <string>
class TextureResource;
class TextureData
{
public:
TextureData(bool tile);
~TextureData();
// These functions populate mDataRGBA but do not upload the texture to VRAM
//!!!! Needs to be canonical path. Caller should check for duplicates before calling this
void initFromPath(const std::string& path);
bool initSVGFromMemory(const unsigned char* fileData, size_t length);
bool initImageFromMemory(const unsigned char* fileData, size_t length);
bool initFromRGBA(const unsigned char* dataRGBA, size_t width, size_t height);
// Read the data into memory if necessary
bool load();
bool isLoaded();
// Upload the texture to VRAM if necessary and bind. Returns true if bound ok or
// false if either not loaded
bool uploadAndBind();
// Release the texture from VRAM
void releaseVRAM();
// Release the texture from conventional RAM
void releaseRAM();
// Get the amount of VRAM currenty used by this texture
size_t getVRAMUsage();
size_t width();
size_t height();
float sourceWidth();
float sourceHeight();
void setSourceSize(float width, float height);
bool tiled() { return mTile; }
private:
std::mutex mMutex;
bool mTile;
std::string mPath;
GLuint mTextureID;
unsigned char* mDataRGBA;
size_t mWidth;
size_t mHeight;
float mSourceWidth;
float mSourceHeight;
bool mScalable;
bool mReloadable;
};
#endif // ES_CORE_RESOURCES_TEXTURE_DATA_H