add support for high res brush textures, implement mipmaps on brush
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@@ -18,6 +18,7 @@ public:
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void unbind() const { glBindTexture(GL_TEXTURE_2D, 0); }
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void update(const uint8_t* data);
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bool ready() const { return m_tex != 0; }
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void create_mipmaps();
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glm::vec2 size() const;
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};
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@@ -28,6 +29,7 @@ class Sampler
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public:
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bool create(GLint filter = GL_LINEAR, GLint wrap = GL_CLAMP_TO_EDGE);
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void set(GLint filter = GL_LINEAR, GLint wrap = GL_CLAMP_TO_EDGE);
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void set_filter(GLint filter_min, GLint filter_mag);
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void bind(int unit);
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void unbind();
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bool ready() const { return id != 0; }
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@@ -37,7 +39,7 @@ class TextureManager
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{
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public:
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static std::map<uint16_t, Texture2D> m_textures;
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static bool load(const char* path);
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static bool load(const char* path, bool generate_mipmpas = false);
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static void assign(uint16_t id, GLuint tex, int w = -1, int h = -1, GLuint internal_format = GL_RGBA8, GLuint format = GL_RGBA);
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static Texture2D& get(uint16_t id);
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static void invalidate();
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