/**
* ShaderShark
* Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <string>
#include "Buffer.h"
class Texture {
public:
/**
* @param width horizontal pixel count
* @param height vertical pixel count
* @param img RGBA pixels, 8 bits per channel, size == width * height * 4
* @param fileName not used by this class, just stored for others
*/
Texture(int width, int height, const Buffer& img,
const std::string& fileName);
virtual ~Texture();
GLuint getId() const;
const std::string getFileName() const;
int getWidth() const;
int getHeight() const;
GLfloat getRatio() const;
void update(int width, int height, const Buffer& img);
private:
class Impl;
Impl* impl;
Texture(const Texture&) = delete;
Texture& operator=(const Texture&) = delete;
};