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#ifndef _TEXTURE_H
#define _TEXTURE_H

#include "gl.h"
#include "assets.h"

namespace Mauri
{

enum TextureVersion
{
    TEXB0001 = 0,
    TEXB0002,
    TEXB0003
};

enum TextureFormat
{
    RGBA8888 = 0,
    DXT5 = 4,
    DXT3 = 6,
    DXT1 = 7,
    RG88 = 8,
    R8 = 9
};

struct TextureFlags
{
    bool NO_INTERPOLATION : 1;
    bool CLAMP_UV : 1;
    bool IS_GIF : 1;
    u32 UNKNOWN : 29;
};

struct TextureFrame
{
    u32 id;
    f32 frame_time;
    f32 x;
    f32 y;
    f32 width;
    f32 unknown0;
    f32 unknown1;
    f32 height;
};

class Texture
{
  public:
    Texture(Asset *asset);
    Texture(RenderFramebuffer *buffer);
    ~Texture();

    bool wrapped;

    RenderTexture *texture;

    u32 width;
    u32 height;

    union { u32 i; TextureFlags m; } flags = { 0 };

    auto is_gif() const -> bool
    {
        return this->flags.m.IS_GIF == 1;
    }

    u32 gif_width;
    u32 gif_height;
    u32 gif_index = 0;
    f32 gif_update = 0.f;

    vec4 *texture_resolution;
    vec2 texture_translation = vec2(0.f);
    vec4 texture_rotation = vec4(0.f);

    auto bind(s32 index) -> void;
    auto update(f32 time) -> void;
    auto save_to_file(const std::string &filename) -> void;

  private:
    std::vector<RenderTexture *> textures;
    std::vector<vec4> texture_resolutions;
    std::vector<TextureFrame> frames;
};

class Framebuffer
{
  public:
    Framebuffer(std::string name, s32 width, s32 height, f32 scale);
    ~Framebuffer();

    std::string name;

    RenderFramebuffer *buffer;
    Texture *texture;
};

} // namespace Mauri

#endif // _TEXTURE_H