memory refactor Texture and ImageData
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#ifndef GRAPHICS_CORE_GLTEXTURE_HPP_
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#define GRAPHICS_CORE_GLTEXTURE_HPP_
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#include "Texture.hpp"
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class GLTexture : public Texture {
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protected:
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uint id;
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public:
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GLTexture(uint id, uint width, uint height);
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GLTexture(const ubyte* data, uint width, uint height, ImageFormat format);
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virtual ~GLTexture();
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virtual void bind() override;
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virtual void unbind() override;
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virtual void reload(const ubyte* data);
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void setNearestFilter();
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virtual std::unique_ptr<ImageData> readData() override;
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virtual uint getId() const override;
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static std::unique_ptr<GLTexture> from(const ImageData* image);
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};
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#endif // GRAPHICS_CORE_GLTEXTURE_HPP_
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