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0179029ed1
The font manager and texture compositor need this - they cannot work off non-image-backed textures.
567 lines
17 KiB
C++
567 lines
17 KiB
C++
/*
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** textures.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** Copyright 2005-2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __TEXTURES_H
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#define __TEXTURES_H
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#include "basics.h"
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#include "vectors.h"
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#include "colormatcher.h"
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#include "renderstyle.h"
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#include "textureid.h"
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#include <vector>
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#include "hw_texcontainer.h"
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// 15 because 0th texture is our texture
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#define MAX_CUSTOM_HW_SHADER_TEXTURES 15
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typedef TMap<int, bool> SpriteHits;
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class FImageSource;
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enum MaterialShaderIndex
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{
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SHADER_Default,
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SHADER_Warp1,
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SHADER_Warp2,
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SHADER_Brightmap,
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SHADER_Specular,
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SHADER_SpecularBrightmap,
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SHADER_PBR,
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SHADER_PBRBrightmap,
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SHADER_Paletted,
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SHADER_NoTexture,
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SHADER_BasicFuzz,
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SHADER_SmoothFuzz,
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SHADER_SwirlyFuzz,
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SHADER_TranslucentFuzz,
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SHADER_JaggedFuzz,
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SHADER_NoiseFuzz,
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SHADER_SmoothNoiseFuzz,
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SHADER_SoftwareFuzz,
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FIRST_USER_SHADER
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};
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struct UserShaderDesc
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{
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FString shader;
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MaterialShaderIndex shaderType;
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FString defines;
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bool disablealphatest = false;
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};
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extern TArray<UserShaderDesc> usershaders;
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struct FloatRect
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{
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float left,top;
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float width,height;
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void Offset(float xofs,float yofs)
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{
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left+=xofs;
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top+=yofs;
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}
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void Scale(float xfac,float yfac)
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{
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left*=xfac;
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width*=xfac;
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top*=yfac;
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height*=yfac;
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}
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};
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enum ECreateTexBufferFlags
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{
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CTF_Expand = 2, // create buffer with a one-pixel wide border
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CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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CTF_CheckOnly = 8, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
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};
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class FBitmap;
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struct FRemapTable;
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struct FCopyInfo;
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class FScanner;
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// Texture IDs
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class FTextureManager;
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class FTerrainTypeArray;
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class IHardwareTexture;
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class FMaterial;
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class FMultipatchTextureBuilder;
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extern int r_spriteadjustSW, r_spriteadjustHW;
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class FNullTextureID : public FTextureID
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{
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public:
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FNullTextureID() : FTextureID(0) {}
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};
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enum FTextureFormat : uint32_t
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{
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TEX_Pal,
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TEX_Gray,
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TEX_RGB, // Actually ARGB
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TEX_Count
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};
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class FSoftwareTexture;
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class FGLRenderState;
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struct spriteframewithrotate;
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class FSerializer;
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namespace OpenGLRenderer
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{
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class FGLRenderState;
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class FHardwareTexture;
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}
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union FContentIdBuilder
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{
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uint64_t id;
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struct
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{
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unsigned imageID : 24;
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unsigned translation : 16;
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unsigned expand : 1;
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unsigned scaler : 4;
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unsigned scalefactor : 4;
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};
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};
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struct FTextureBuffer
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{
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uint8_t *mBuffer = nullptr;
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int mWidth = 0;
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int mHeight = 0;
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uint64_t mContentId = 0; // unique content identifier. (Two images created from the same image source with the same settings will return the same value.)
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FTextureBuffer() = default;
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~FTextureBuffer()
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{
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if (mBuffer) delete[] mBuffer;
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}
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FTextureBuffer(const FTextureBuffer &other) = delete;
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FTextureBuffer(FTextureBuffer &&other)
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{
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mBuffer = other.mBuffer;
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mWidth = other.mWidth;
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mHeight = other.mHeight;
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mContentId = other.mContentId;
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other.mBuffer = nullptr;
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}
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FTextureBuffer& operator=(FTextureBuffer &&other)
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{
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mBuffer = other.mBuffer;
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mWidth = other.mWidth;
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mHeight = other.mHeight;
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mContentId = other.mContentId;
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other.mBuffer = nullptr;
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return *this;
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}
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};
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// Base texture class
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class FTexture
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{
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friend class GLDefsParser;
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friend class FMultipatchTextureBuilder;
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// The serializer also needs access to more specific info that shouldn't be accessible through the interface.
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friend FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval);
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// For now only give access to classes which cannot be reworked yet. None of these should remain here when all is done.
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friend class FSoftwareTexture;
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friend class FWarpTexture;
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friend class FMaterial;
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friend class OpenGLRenderer::FGLRenderState; // For now this needs access to some fields in ApplyMaterial. This should be rerouted through the Material class
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friend class VkRenderState;
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friend class PolyRenderState;
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friend struct FTexCoordInfo;
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friend class OpenGLRenderer::FHardwareTexture;
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friend class VkHardwareTexture;
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friend class PolyHardwareTexture;
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friend class FMultiPatchTexture;
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friend class FSkyBox;
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friend class FBrightmapTexture;
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friend class FFont;
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public:
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static FTexture *CreateTexture(const char *name, int lumpnum, ETextureType usetype);
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virtual ~FTexture ();
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virtual FImageSource *GetImage() const { return nullptr; }
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void AddAutoMaterials();
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void CreateUpsampledTextureBuffer(FTextureBuffer &texbuffer, bool hasAlpha, bool checkonly);
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// These are mainly meant for 2D code which only needs logical information about the texture to position it properly.
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int GetDisplayWidth() { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
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int GetDisplayHeight() { int foo = int((Height * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
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double GetDisplayWidthDouble() { return Width / Scale.X; }
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double GetDisplayHeightDouble() { return Height / Scale.Y; }
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int GetDisplayLeftOffset() { return GetScaledLeftOffset(0); }
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int GetDisplayTopOffset() { return GetScaledTopOffset(0); }
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double GetDisplayLeftOffsetDouble() { return GetScaledLeftOffsetDouble(0); }
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double GetDisplayTopOffsetDouble() { return GetScaledTopOffsetDouble(0); }
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void SetOffsets(int l, int t)
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{
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_LeftOffset[0] = _LeftOffset[1] = l;
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_TopOffset[0] = _TopOffset[1] = t;
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}
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int GetTexelWidth() { return Width; }
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int GetTexelHeight() { return Height; }
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int GetTexelLeftOffset(int adjusted) { return _LeftOffset[adjusted]; }
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int GetTexelTopOffset(int adjusted) { return _TopOffset[adjusted]; }
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bool isValid() const { return UseType != ETextureType::Null; }
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bool isSWCanvas() const { return UseType == ETextureType::SWCanvas; }
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bool isSkybox() const { return bSkybox; }
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bool isFullbrightDisabled() const { return bDisableFullbright; }
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bool isHardwareCanvas() const { return bHasCanvas; } // There's two here so that this can deal with software canvases in the hardware renderer later.
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bool isCanvas() const { return bHasCanvas; }
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bool isMiscPatch() const { return UseType == ETextureType::MiscPatch; } // only used by the intermission screen to decide whether to tile the background image or not.
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int isWarped() const { return bWarped; }
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int GetRotations() const { return Rotations; }
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void SetRotations(int rot) { Rotations = int16_t(rot); }
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bool isSprite() const { return UseType == ETextureType::Sprite || UseType == ETextureType::SkinSprite || UseType == ETextureType::Decal; }
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const FString &GetName() const { return Name; }
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void SetNoDecals(bool on) { bNoDecals = on; }
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void SetWarpStyle(int style) { bWarped = style; }
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bool allowNoDecals() const { return bNoDecals; }
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bool isScaled() const { return Scale.X != 1 || Scale.Y != 1; }
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bool isMasked() const { return bMasked; }
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void SetSkyOffset(int offs) { SkyOffset = offs; }
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int GetSkyOffset() const { return SkyOffset; }
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FTextureID GetID() const { return id; }
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PalEntry GetSkyCapColor(bool bottom);
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FTexture *GetRawTexture();
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virtual int GetSourceLump() { return SourceLump; } // needed by the scripted GetName method.
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void GetGlowColor(float *data);
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bool isGlowing() const { return bGlowing; }
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bool isAutoGlowing() const { return bAutoGlowing; }
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int GetGlowHeight() const { return GlowHeight; }
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bool isFullbright() const { return bFullbright; }
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void CreateDefaultBrightmap();
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bool FindHoles(const unsigned char * buffer, int w, int h);
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void SetUseType(ETextureType type) { UseType = type; }
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int GetSourceLump() const { return SourceLump; }
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ETextureType GetUseType() const { return UseType; }
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void SetSpeed(float fac) { shaderspeed = fac; }
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void SetWorldPanning(bool on) { bWorldPanning = on; }
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void SetDisplaySize(int fitwidth, int fitheight);
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void SetFrontSkyLayer(bool on = true) { bNoRemap0 = on; }
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bool IsFrontSkyLayer() { return bNoRemap0; }
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FTexture* GetBrightmap()
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{
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if (!bBrightmapChecked)
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CreateDefaultBrightmap();
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return Brightmap;
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}
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void CopySize(FTexture* BaseTexture)
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{
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Width = BaseTexture->GetTexelWidth();
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Height = BaseTexture->GetTexelHeight();
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_TopOffset[0] = BaseTexture->_TopOffset[0];
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_TopOffset[1] = BaseTexture->_TopOffset[1];
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_LeftOffset[0] = BaseTexture->_LeftOffset[0];
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_LeftOffset[1] = BaseTexture->_LeftOffset[1];
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Scale = BaseTexture->Scale;
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}
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// This is only used for the null texture and for Heretic's skies.
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void SetSize(int w, int h)
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{
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Width = w;
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Height = h;
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}
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// Returns the whole texture, stored in column-major order
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virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
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virtual FBitmap GetBgraBitmap(const PalEntry *remap, int *trans = nullptr);
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static bool SmoothEdges(unsigned char * buffer,int w, int h);
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static PalEntry averageColor(const uint32_t *data, int size, int maxout);
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FSoftwareTexture *GetSoftwareTexture();
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protected:
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DVector2 Scale;
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int SourceLump;
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FTextureID id;
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FMaterial *Material[2] = { nullptr, nullptr };
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public:
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FHardwareTextureContainer SystemTextures;
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int alphaThreshold = 0.5;
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FixedBitArray<256> NoBrightmapFlag = false;
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protected:
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FSoftwareTexture *SoftwareTexture = nullptr;
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// None of the following pointers are owned by this texture, they are all controlled by the texture manager.
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// Offset-less version for COMPATF_MASKEDMIDTEX
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FTexture *OffsetLess = nullptr;
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// Paletted variant
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FTexture *PalVersion = nullptr;
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// Material layers
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FTexture *Brightmap = nullptr;
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FTexture *Normal = nullptr; // Normal map texture
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FTexture *Specular = nullptr; // Specular light texture for the diffuse+normal+specular light model
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FTexture *Metallic = nullptr; // Metalness texture for the physically based rendering (PBR) light model
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FTexture *Roughness = nullptr; // Roughness texture for PBR
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FTexture *AmbientOcclusion = nullptr; // Ambient occlusion texture for PBR
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FTexture *CustomShaderTextures[MAX_CUSTOM_HW_SHADER_TEXTURES] = { nullptr }; // Custom texture maps for custom hardware shaders
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FString Name;
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ETextureType UseType; // This texture's primary purpose
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uint8_t bNoDecals:1; // Decals should not stick to texture
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uint8_t bNoRemap0:1; // Do not remap color 0 (used by front layer of parallax skies)
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uint8_t bWorldPanning:1; // Texture is panned in world units rather than texels
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uint8_t bMasked:1; // Texture (might) have holes
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uint8_t bAlphaTexture:1; // Texture is an alpha channel without color information
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uint8_t bHasCanvas:1; // Texture is based off FCanvasTexture
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uint8_t bWarped:2; // This is a warped texture. Used to avoid multiple warps on one texture
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uint8_t bComplex:1; // Will be used to mark extended MultipatchTextures that have to be
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// fully composited before subjected to any kind of postprocessing instead of
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// doing it per patch.
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uint8_t bMultiPatch:2; // This is a multipatch texture (we really could use real type info for textures...)
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uint8_t bFullNameTexture : 1;
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uint8_t bBrightmapChecked : 1; // Set to 1 if brightmap has been checked
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uint8_t bGlowing : 1; // Texture glow color
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uint8_t bAutoGlowing : 1; // Glow info is determined from texture image.
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uint8_t bFullbright : 1; // always draw fullbright
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uint8_t bDisableFullbright : 1; // This texture will not be displayed as fullbright sprite
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uint8_t bSkybox : 1; // is a cubic skybox
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uint8_t bNoCompress : 1;
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uint8_t bNoExpand : 1;
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int8_t bTranslucent : 2;
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bool bHiresHasColorKey = false; // Support for old color-keyed Doomsday textures
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uint16_t Rotations;
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int16_t SkyOffset;
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FloatRect *areas = nullptr;
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int areacount = 0;
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int GlowHeight = 128;
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PalEntry GlowColor = 0;
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int HiresLump = -1; // For external hires textures.
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float Glossiness = 10.f;
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float SpecularLevel = 0.1f;
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float shaderspeed = 1.f;
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int shaderindex = 0;
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int GetScaledWidth () { int foo = int((Width * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
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int GetScaledHeight () { int foo = int((Height * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
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double GetScaledWidthDouble () { return Width / Scale.X; }
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double GetScaledHeightDouble () { return Height / Scale.Y; }
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double GetScaleY() const { return Scale.Y; }
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// Now with improved offset adjustment.
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int GetLeftOffset(int adjusted) { return _LeftOffset[adjusted]; }
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int GetTopOffset(int adjusted) { return _TopOffset[adjusted]; }
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int GetScaledLeftOffset (int adjusted) { int foo = int((_LeftOffset[adjusted] * 2) / Scale.X); return (foo >> 1) + (foo & 1); }
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int GetScaledTopOffset (int adjusted) { int foo = int((_TopOffset[adjusted] * 2) / Scale.Y); return (foo >> 1) + (foo & 1); }
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double GetScaledLeftOffsetDouble(int adjusted) { return _LeftOffset[adjusted] / Scale.X; }
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double GetScaledTopOffsetDouble(int adjusted) { return _TopOffset[adjusted] / Scale.Y; }
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// Interfaces for the different renderers. Everything that needs to check renderer-dependent offsets
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// should use these, so that if changes are needed, this is the only place to edit.
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// For the hardware renderer. The software renderer's have been offloaded to FSoftwareTexture
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int GetLeftOffsetHW() { return _LeftOffset[r_spriteadjustHW]; }
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int GetTopOffsetHW() { return _TopOffset[r_spriteadjustHW]; }
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virtual void ResolvePatches() {}
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void SetScale(const DVector2 &scale)
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{
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Scale = scale;
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}
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protected:
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uint16_t Width, Height;
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int16_t _LeftOffset[2], _TopOffset[2];
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FTexture (const char *name = NULL, int lumpnum = -1);
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public:
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FTextureBuffer CreateTexBuffer(int translation, int flags = 0);
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FTextureBuffer CreateTexBuffer(const PalEntry* translation, int flags = 0);
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virtual bool DetermineTranslucency();
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bool GetTranslucency()
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{
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return bTranslucent != -1 ? bTranslucent : DetermineTranslucency();
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}
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FMaterial* GetMaterial(int num)
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{
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return Material[num];
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}
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FTexture* GetPalVersion()
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{
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return PalVersion;
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}
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void DeleteHardwareTextures()
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{
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SystemTextures.Clean(true, true);
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}
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private:
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int CheckDDPK3();
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int CheckExternalFile(bool & hascolorkey);
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bool bSWSkyColorDone = false;
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PalEntry FloorSkyColor;
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PalEntry CeilingSkyColor;
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public:
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void CheckTrans(unsigned char * buffer, int size, int trans);
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bool ProcessData(unsigned char * buffer, int w, int h, bool ispatch);
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int CheckRealHeight();
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friend class FTextureManager;
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};
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// A texture that can be drawn to.
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class FCanvasTexture : public FTexture
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{
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public:
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FCanvasTexture(const char* name, int width, int height)
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{
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Name = name;
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Width = width;
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Height = height;
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bMasked = false;
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bHasCanvas = true;
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bTranslucent = false;
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bNoExpand = true;
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UseType = ETextureType::Wall;
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}
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void NeedUpdate() { bNeedsUpdate = true; }
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void SetUpdated(bool rendertype) { bNeedsUpdate = false; bFirstUpdate = false; bLastUpdateType = rendertype; }
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|
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protected:
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|
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bool bLastUpdateType = false;
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bool bNeedsUpdate = true;
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public:
|
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bool bFirstUpdate = true;
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|
|
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friend struct FCanvasTextureInfo;
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};
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|
|
|
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// A wrapper around a hardware texture, to allow using it in the 2D drawing interface.
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class FWrapperTexture : public FTexture
|
|
{
|
|
int Format;
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|
public:
|
|
FWrapperTexture(int w, int h, int bits = 1);
|
|
IHardwareTexture *GetSystemTexture()
|
|
{
|
|
return SystemTextures.GetHardwareTexture(0, false);
|
|
}
|
|
|
|
int GetColorFormat() const
|
|
{
|
|
return Format;
|
|
}
|
|
};
|
|
|
|
|
|
class FImageTexture : public FTexture
|
|
{
|
|
FImageSource* mImage;
|
|
public:
|
|
FImageTexture(FImageSource* image, const char* name = nullptr) noexcept;
|
|
virtual TArray<uint8_t> Get8BitPixels(bool alphatex);
|
|
|
|
void SetImage(FImageSource* img) // This is only for the multipatch texture builder!
|
|
{
|
|
mImage = img;
|
|
}
|
|
|
|
FImageSource* GetImage() const override { return mImage; }
|
|
FBitmap GetBgraBitmap(const PalEntry* p, int* trans) override;
|
|
bool DetermineTranslucency() override;
|
|
|
|
};
|
|
|
|
struct FTexCoordInfo
|
|
{
|
|
int mRenderWidth;
|
|
int mRenderHeight;
|
|
int mWidth;
|
|
FVector2 mScale;
|
|
FVector2 mTempScale;
|
|
bool mWorldPanning;
|
|
|
|
float FloatToTexU(float v) const { return v / mRenderWidth; }
|
|
float FloatToTexV(float v) const { return v / mRenderHeight; }
|
|
float RowOffset(float ofs) const;
|
|
float TextureOffset(float ofs) const;
|
|
float TextureAdjustWidth() const;
|
|
void GetFromTexture(FTexture *tex, float x, float y, bool forceworldpanning);
|
|
};
|
|
|
|
|
|
#endif
|
|
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|