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#ifndef LUA_TEXTURES_H
#define LUA_TEXTURES_H
// LuaTextures.h: interface for the LuaTextures class.
//
//////////////////////////////////////////////////////////////////////
#include <string>
#include <map>
using std::string;
using std::map;
#include "Rendering/GL/myGL.h"
class LuaTextures {
public:
static const char prefix = '!';
LuaTextures();
~LuaTextures();
struct Texture {
Texture()
: name(""), id(0), fbo(0), fboDepth(0),
target(GL_TEXTURE_2D), format(GL_RGBA8),
xsize(0), ysize(0), border(0),
min_filter(GL_LINEAR), mag_filter(GL_LINEAR),
wrap_s(GL_REPEAT), wrap_t(GL_REPEAT), wrap_r(GL_REPEAT),
aniso(0.0f)
{}
string name;
GLuint id;
// FIXME: obsolete, use raw FBO's
GLuint fbo;
GLuint fboDepth;
GLenum target;
GLenum format;
GLsizei xsize;
GLsizei ysize;
GLint border;
GLenum min_filter;
GLenum mag_filter;
GLenum wrap_s;
GLenum wrap_t;
GLenum wrap_r;
GLfloat aniso;
};
string Create(const Texture& tex);
bool Bind(const string& name) const;
bool Free(const string& name);
bool FreeFBO(const string& name);
void FreeAll();
const Texture* GetInfo(const string& name) const;
private:
int lastCode;
map<string, Texture> textures;
};
#endif /* LUA_TEXTURES_H */
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