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82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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#include "irrlichttypes.h"
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#include <SColor.h>
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#include <string>
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#include <vector>
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namespace irr::video
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{
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class IImage;
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class ITexture;
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}
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typedef std::vector<video::SColor> Palette;
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/*
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TextureSource creates and caches textures.
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*/
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class ISimpleTextureSource
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{
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public:
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ISimpleTextureSource() = default;
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virtual ~ISimpleTextureSource() = default;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr) = 0;
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};
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class ITextureSource : public ISimpleTextureSource
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{
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public:
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ITextureSource() = default;
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virtual ~ITextureSource() = default;
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr)=0;
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virtual video::ITexture* getTextureForMesh(
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const std::string &name, u32 *id = nullptr) = 0;
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/*!
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* Returns a palette from the given texture name.
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* The pointer is valid until the texture source is
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* destructed.
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* Should be called from the main thread.
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*/
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virtual Palette* getPalette(const std::string &name) = 0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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};
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class IWritableTextureSource : public ITextureSource
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{
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public:
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IWritableTextureSource() = default;
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virtual ~IWritableTextureSource() = default;
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr)=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual void processQueue()=0;
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virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
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virtual void rebuildImagesAndTextures()=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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};
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IWritableTextureSource *createTextureSource();
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