- Updated License to GPL v3.0 - Added New Math Nodes - Prototype Rendering Code for Debugging Functions
74 lines
2.4 KiB
C++
74 lines
2.4 KiB
C++
// =====================================================================================================================
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// OpenShaderDesigner, an open source software utility to create materials and shaders.
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// Copyright (C) 2024 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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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. See the
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// GNU General Public License for more details.
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//
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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, see <https://www.gnu.org/licenses/>.
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// =====================================================================================================================
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#ifndef TEXTURE_H
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#define TEXTURE_H
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#include <glw/texture.h>
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#include "FileSystem/FileManager.h"
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namespace OpenShaderDesigner
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{
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class Texture : public FileManager::Asset
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{
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public:
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using HandleType = glw::texture<glw::texture2D, glw::rgba8>;
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Texture(const FileManager::Path& path);
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Texture(const FileManager::Path& src, const FileManager::Path& dst);
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~Texture() override;
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void Open() override;
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static Asset* Create(const FileManager::Path& path);
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static Asset* Load(const FileManager::Path& path);
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static Asset* Import(const FileManager::Path& src, const FileManager::Path& dst);
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HandleType* operator->() { return Handle_; }
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const HandleType* operator->() const { return Handle_; }
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private:
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HandleType* Handle_;
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};
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class HDRTexture : public FileManager::Asset
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{
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public:
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using HandleType = glw::texture<glw::texture2D, glw::rgba16>;
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HDRTexture(const FileManager::Path& path);
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HDRTexture(const FileManager::Path& src, const FileManager::Path& dst);
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~HDRTexture() override;
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void Open() override;
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static Asset* Create(const FileManager::Path& path);
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static Asset* Load(const FileManager::Path& path);
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static Asset* Import(const FileManager::Path& src, const FileManager::Path& dst);
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HandleType* operator->() { return Handle_; }
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const HandleType* operator->() const { return Handle_; }
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private:
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HandleType* Handle_;
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};
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}
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#endif //TEXTURE_H
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