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80 lines
1.7 KiB
C++
80 lines
1.7 KiB
C++
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#ifndef __GL_MATERIAL_H
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#define __GL_MATERIAL_H
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#include "m_fixed.h"
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#include "textures.h"
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struct FRemapTable;
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class IHardwareTexture;
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struct MaterialLayerInfo
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{
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FTexture* layerTexture;
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int scaleFlags;
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int clampflags;
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};
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//===========================================================================
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//
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// this is the material class for OpenGL.
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//
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//===========================================================================
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class FMaterial
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{
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private:
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TArray<MaterialLayerInfo> mTextureLayers; // the only layers allowed to scale are the brightmap and the glowmap.
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int mShaderIndex;
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int mLayerFlags = 0;
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int mScaleFlags;
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public:
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static void SetLayerCallback(IHardwareTexture* (*layercallback)(int layer, int translation));
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FGameTexture *sourcetex; // the owning texture.
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FMaterial(FGameTexture *tex, int scaleflags);
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virtual ~FMaterial();
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int GetLayerFlags() const { return mLayerFlags; }
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int GetShaderIndex() const { return mShaderIndex; }
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int GetScaleFlags() const { return mScaleFlags; }
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virtual void DeleteDescriptors() { }
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FVector2 GetDetailScale() const
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{
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return sourcetex->GetDetailScale();
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}
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FGameTexture* Source() const
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{
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return sourcetex;
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}
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void ClearLayers()
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{
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mTextureLayers.Resize(1);
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}
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void AddTextureLayer(FTexture *tex, bool allowscale)
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{
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mTextureLayers.Push({ tex, allowscale });
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}
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int NumLayers() const
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{
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return mTextureLayers.Size();
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}
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IHardwareTexture *GetLayer(int i, int translation, MaterialLayerInfo **pLayer = nullptr) const;
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static FMaterial *ValidateTexture(FGameTexture * tex, int scaleflags, bool create = true);
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const TArray<MaterialLayerInfo> &GetLayerArray() const
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{
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return mTextureLayers;
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}
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};
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#endif
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