Improve memory safety.
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Also fixed a case where we didn't reset the GL state correctly 🤷
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@@ -23,8 +23,6 @@ namespace JGL {
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CLAMP_TO_BORDER = 3 //Effectively the same as clamp_to_edge
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};
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//TODO copy constructor for this. Copying this as it is and then that copy going out of scope will crash the program as it sits.
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/// Represents texture data loaded on the GPU. Contains a handle that can be passed to OpenGL draw calls.
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class Texture {
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private:
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@@ -38,7 +36,6 @@ namespace JGL {
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TextureWrappingMode texture_wrapping_mode;
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void load(SoftwareTexture* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
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public:
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Texture() = default;
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/// Load a texture from a file,
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explicit Texture(const std::string& file, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE);
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Texture(const std::string& file, const TextureFlag& flags, TextureFilteringMode filtering_mode = TextureFilteringMode::BILINEAR, TextureWrappingMode wrapping_mode = TextureWrappingMode::CLAMP_TO_EDGE);
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@@ -46,6 +43,7 @@ namespace JGL {
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/* Initialize a texture filled with trash data
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this is primarily for the RenderTarget */
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explicit Texture(const Vector2& size);
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Texture(const Texture& rhs);
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~Texture();
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public:
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[[nodiscard]] GLuint GetGLTextureHandle() const;
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@@ -55,7 +53,6 @@ namespace JGL {
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[[nodiscard]] TextureFlag GetFlags() const;
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[[nodiscard]] TextureFormat GetFormat() const;
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[[nodiscard]] std::vector<Color4> GetPixelData() const;
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void SetTextureHandle(GLuint handle);
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};
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