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/**
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* ShaderShark
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* Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
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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, version 3 of the License.
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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 <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <string>
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#include "Buffer.h"
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class Texture {
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public:
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/**
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* @param width horizontal pixel count
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* @param height vertical pixel count
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* @param img RGBA pixels, 8 bits per channel, size == width * height * 4
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* @param fileName not used by this class, just stored for others
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*/
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Texture(int width, int height, const Buffer& img,
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const std::string& fileName);
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virtual ~Texture();
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GLuint getId() const;
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const std::string getFileName() const;
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int getWidth() const;
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int getHeight() const;
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GLfloat getRatio() const;
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void update(int width, int height, const Buffer& img);
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private:
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class Impl;
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Impl* impl;
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Texture(const Texture&) = delete;
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Texture& operator=(const Texture&) = delete;
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};
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