50 lines
1.6 KiB
C++
50 lines
1.6 KiB
C++
// =====================================================================================================================
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// Copyright 2024 Medusa Slockbower
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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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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}
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#endif //TEXTURE_H
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