SBSPSS/Utils/MapEdit/TexCache.h

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/*********************/
/*** Texture Cache ***/
/*********************/
#ifndef __TEXCACHE_HEADER__
#define __TEXCACHE_HEADER__
#include "stdafx.h"
#include "gl3d.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glut.h>
#include <Vector>
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#include "Utils.h"
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struct sRGBData
{
int Width;
int Height;
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u8 *RGB;
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};
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struct sTex
{
char Name[256];
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char Path[256];
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GLuint TexID;
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int Flags;
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int Width,Height;
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};
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const RGBQUAD BlankRGB={255,0,255};
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
class CTexCache
{
public:
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int GetTexIdx(char *Name,int Flags);
int ProcessTexture(char *TexName,char *Path,int Flags,sRGBData *RGBData=0);
void Purge();
void LoadBMP(char *Filename,sRGBData &RGBData);
void FreeBMP(sRGBData &RGBData);
void LoadTex(sTex &ThisTex,sRGBData *TexData);
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sTex &GetTex(int Id) {return(TexList[Id]);}
GLuint GetTexGLId(int Id) {return(TexList[Id].TexID);}
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std::vector<sTex> TexList;
};
/*****************************************************************************/
#endif