#pragma once #ifndef ES_CORE_RESOURCES_TEXTURE_DATA_H #define ES_CORE_RESOURCES_TEXTURE_DATA_H #include #include #include "platform.h" #include #include GLHEADER 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