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@@ -1,12 +1,12 @@
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#pragma once
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#include <ReTexture/Texture.h>
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#include <ReImage/Image.h>
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#include <J3ML/LinearAlgebra.hpp>
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#include <Color3.hpp>
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#include <Color4.hpp>
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#include <glad/glad.h>
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namespace JGL {
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using namespace ReTexture;
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using namespace ReImage;
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enum class TextureFilteringMode : u8 {
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NEAREST = 0, //Fastest for 2D, Sometimes causes graphical issues.
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BILINEAR = 1, //Fast and pretty, The best for 2D.
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@@ -30,15 +30,15 @@ namespace JGL {
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protected:
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GLuint texture_handle = 0;
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Vector2 texture_size = {0, 0};
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ReTexture::TextureFlag texture_flags;
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ReTexture::TextureFormat texture_format;
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ReImage::TextureFlag texture_flags;
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ReImage::TextureFormat texture_format;
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TextureFilteringMode texture_filtering_mode;
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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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void load(Image* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
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public:
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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, const TextureFlag& flags = TextureFlag::INVERT_Y);
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Texture(SoftwareTexture* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
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Texture(Image* software_texture, const Vector2& size, const TextureFormat& format, TextureFilteringMode filtering_mode, TextureWrappingMode wrapping_mode);
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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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