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								#include <asset_parser/assets/texture.hpp>
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								#include <lt_debug/assertions.hpp>
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								#include <renderer/gl/texture.hpp>
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								namespace lt {
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								glTexture::glTexture(const Ref<Assets::TextureAsset> &asset)
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								{
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									const auto metadata = asset->get_metadata();
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									const auto blob_metadata = asset->get_blob_metadata(Assets::BlobMetadata::Tag::color);
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									glCreateTextures(GL_TEXTURE_2D, 1, &m_texture_id);
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									glTextureParameteri(m_texture_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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									glTextureParameteri(m_texture_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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									glTextureParameteri(m_texture_id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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									glTextureParameteri(m_texture_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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									auto blob = std::vector<std::byte>(blob_metadata.uncompressed_size);
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									asset->unpack_blob(blob_metadata.tag, blob.data(), blob.size());
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									bind();
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									glTexImage2D(
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									    GL_TEXTURE_2D,
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									    0,
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									    map_num_components_to_internal_format(metadata.num_components),
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									    static_cast<int>(metadata.pixel_size[0]),
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									    static_cast<int>(metadata.pixel_size[1]),
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									    0,
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									    map_num_components_to_format(metadata.num_components),
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									    GL_UNSIGNED_BYTE,
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									    std::bit_cast<unsigned char *>(blob.data())
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									);
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									glGenerateMipmap(GL_TEXTURE_2D);
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								}
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								glTexture::~glTexture()
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								{
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									glDeleteTextures(1, &m_texture_id);
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								}
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								void glTexture::bind(unsigned int slot /* = 0u */)
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								{
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									glActiveTexture(GL_TEXTURE0 + slot);
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									glBindTexture(GL_TEXTURE_2D, m_texture_id);
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								}
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								auto glTexture::get_texture() -> void *
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								{
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									return (void *)(intptr_t)m_texture_id;
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								}
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								[[nodiscard]] auto glTexture::map_num_components_to_format(uint32_t num_components) const -> int
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								{
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									switch (num_components)
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									{
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									case 4u: return GL_RGBA;
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									case 3u: return GL_RGB;
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									case 2u: return GL_RG;
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									case 1u: return GL_RED;
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									default: ensure(false, "Invalid number of components: {}", num_components);
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									}
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									return {};
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								}
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								[[nodiscard]] auto glTexture::map_num_components_to_internal_format(uint32_t num_components) const
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								    -> int
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								{
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									switch (num_components)
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									{
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									case 4u: return GL_RGBA8;
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									case 3u: return GL_RGB8;
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									case 2u: return GL_RG8;
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									case 1u: return GL_R8;
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									default: ensure(false, "Invalid number of components: {}", num_components);
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									}
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									return {};
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								}
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								} // namespace lt
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