#include <string>
#include <msp/linal/vector.h>
-#include "texture.h"
+#include "texture2d_backend.h"
namespace Msp {
namespace GL {
-class Buffer;
-
/**
Two-dimensional texture. Consists of an array of texels in the shape of a
rectangle. Texture coordinate have a range of [0, 1]. Coordinates outside of
this range are subject to wrapping. This is the most common type of texture.
*/
-class Texture2D: public Texture
+class Texture2D: public Texture2DBackend
{
+ friend Texture2DBackend;
+
public:
class Loader: public Msp::DataFile::DerivedObjectLoader<Texture2D, Texture::Loader>
{
};
private:
- class AsyncLoader;
-
- unsigned width;
- unsigned height;
- unsigned levels;
+ unsigned width = 0;
+ unsigned height = 0;
+ unsigned levels = 0;
public:
- Texture2D(ResourceManager * = 0);
virtual ~Texture2D();
/** Defines storage structure for the texture. If lv is zero, the number
and the update region must be fully inside the texture. */
void sub_image(unsigned level, int x, int y, unsigned wd, unsigned ht, const void *data);
-private:
- void sub_image(unsigned, int, int, unsigned, unsigned, const Buffer &, unsigned);
-
-public:
/** Updates the contents of the entire texture from an image. If storage
has not been defined, it will be set to match the image. Otherwise the
image must match the defined storage. */
public:
virtual Resource::AsyncLoader *load(IO::Seekable &, const Resources * = 0);
virtual std::uint64_t get_data_size() const;
- virtual void unload();
+ using Texture2DBackend::unload;
};
} // namespace GL