Conquer Space 0.0.0
A space themed grand strategy game set in the near future, with realistic orbital mechanics, and an emphasis on economics and politics.
texture.h
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1/* Conquer Space
2 * Copyright (C) 2021-2023 Conquer Space
3 *
4 * This program is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 3 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program. If not, see <https://www.gnu.org/licenses/>.
16 */
17#pragma once
18
19#include <vector>
20
21#include "engine/asset/asset.h"
22
23namespace cqsp {
24namespace asset {
25
27 /*
28 * True is nearest, false is linear
29 */
30 bool mag_filter = false;
31};
32
33class Texture : public Asset {
34 public:
35 int width;
36 int height;
37 unsigned int id;
39
40 Texture();
41 ~Texture();
42
44};
45
46unsigned int CreateTexture(unsigned char* data, int width, int height, int components,
47 const TextureLoadingOptions& options);
48
49void CreateTexture(Texture& texture, unsigned char* data, int width, int height, int components,
50 const TextureLoadingOptions& options = TextureLoadingOptions());
51
52void LoadCubemapData(Texture& texture, std::vector<unsigned char*>& faces, int width, int height, int components,
53 TextureLoadingOptions& options);
54
55bool SaveImage(const char* path, int width, int height, int components, const unsigned char* data, bool flip = true);
56} // namespace asset
57} // namespace cqsp
static Rml::UniquePtr< BackendData > data
Definition: RmlUi_Backend_GLFW_GL3.cpp:59
The base class for assets.
Definition: asset.h:157
Definition: texture.h:33
~Texture()
Definition: texture.cpp:109
Texture()
Definition: texture.cpp:107
unsigned int id
Definition: texture.h:37
int height
Definition: texture.h:36
int width
Definition: texture.h:35
AssetType GetAssetType() override
Definition: texture.h:43
int texture_type
Definition: texture.h:38
unsigned int CreateTexture(unsigned char *data, int width, int height, int components, const TextureLoadingOptions &options)
Definition: texture.cpp:26
bool SaveImage(const char *path, int width, int height, int components, const unsigned char *data, bool flip=true)
Definition: texture.cpp:98
AssetType
Definition: asset.h:31
void LoadCubemapData(Texture &texture, std::vector< unsigned char * > &faces, int width, int height, int components, TextureLoadingOptions &options)
Definition: texture.cpp:64
@ TEXTURE
texture prototype
Definition: assetprototype.h:26
When adding assets, it is extremely crucial that you read cqsp::asset::AssetLoader::LoadResources to ...
Definition: clientctx.h:21
Definition: texture.h:26
bool mag_filter
Definition: texture.h:30