mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-16 15:21:02 +00:00
254 lines
5.7 KiB
C++
254 lines
5.7 KiB
C++
|
|
#ifndef __GL_TEXTURE_H
|
|
#define __GL_TEXTURE_H
|
|
|
|
#include "m_fixed.h"
|
|
#include "textures/textures.h"
|
|
#include "gl/textures/gl_hwtexture.h"
|
|
#include "gl/renderer/gl_colormap.h"
|
|
#include "i_system.h"
|
|
|
|
EXTERN_CVAR(Bool, gl_precache)
|
|
|
|
struct FRemapTable;
|
|
class FTextureShader;
|
|
|
|
|
|
|
|
struct FTexCoordInfo
|
|
{
|
|
int mRenderWidth;
|
|
int mRenderHeight;
|
|
int mWidth;
|
|
fixed_t mScaleX;
|
|
fixed_t mScaleY;
|
|
fixed_t mTempScaleX;
|
|
fixed_t mTempScaleY;
|
|
bool mWorldPanning;
|
|
|
|
float FloatToTexU(float v) const { return v / mRenderWidth; }
|
|
float FloatToTexV(float v) const { return v / mRenderHeight; }
|
|
fixed_t RowOffset(fixed_t ofs) const;
|
|
fixed_t TextureOffset(fixed_t ofs) const;
|
|
fixed_t TextureAdjustWidth() const;
|
|
};
|
|
|
|
//===========================================================================
|
|
//
|
|
// this is the texture maintenance class for OpenGL.
|
|
//
|
|
//===========================================================================
|
|
class FMaterial;
|
|
|
|
enum ETexUse
|
|
{
|
|
GLUSE_PATCH,
|
|
GLUSE_TEXTURE,
|
|
GLUSE_SPRITE,
|
|
};
|
|
|
|
|
|
class FGLTexture //: protected WorldTextureInfo, protected PatchTextureInfo
|
|
{
|
|
friend class FMaterial;
|
|
public:
|
|
FTexture * tex;
|
|
FTexture * hirestexture;
|
|
char bIsTransparent;
|
|
int HiresLump;
|
|
|
|
private:
|
|
FHardwareTexture *gltexture[5];
|
|
FHardwareTexture *glpatch;
|
|
|
|
int currentwarp;
|
|
int currentwarptime;
|
|
|
|
bool bHasColorkey; // only for hires
|
|
bool bExpand;
|
|
float AlphaThreshold;
|
|
|
|
unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height, int cm);
|
|
BYTE *WarpBuffer(BYTE *buffer, int Width, int Height, int warp);
|
|
|
|
FHardwareTexture *CreateTexture(int clampmode);
|
|
//bool CreateTexture();
|
|
bool CreatePatch();
|
|
|
|
const FHardwareTexture *Bind(int texunit, int cm, int clamp, int translation, FTexture *hirescheck, int warp);
|
|
const FHardwareTexture *BindPatch(int texunit, int cm, int translation, int warp);
|
|
|
|
public:
|
|
FGLTexture(FTexture * tx, bool expandpatches);
|
|
~FGLTexture();
|
|
|
|
unsigned char * CreateTexBuffer(int cm, int translation, int & w, int & h, bool expand, FTexture *hirescheck, int warp);
|
|
|
|
void Clean(bool all);
|
|
int Dump(int i);
|
|
|
|
};
|
|
|
|
//===========================================================================
|
|
//
|
|
// this is the material class for OpenGL.
|
|
//
|
|
//===========================================================================
|
|
|
|
class FMaterial
|
|
{
|
|
struct FTextureLayer
|
|
{
|
|
FTexture *texture;
|
|
bool animated;
|
|
};
|
|
|
|
static TArray<FMaterial *> mMaterials;
|
|
static int mMaxBound;
|
|
|
|
FGLTexture *mBaseLayer;
|
|
TArray<FTextureLayer> mTextureLayers;
|
|
int mShaderIndex;
|
|
|
|
short LeftOffset[3];
|
|
short TopOffset[3];
|
|
short Width[3];
|
|
short Height[3];
|
|
short RenderWidth[2];
|
|
short RenderHeight[2];
|
|
|
|
float SpriteU[2], SpriteV[2];
|
|
float spriteright, spritebottom;
|
|
|
|
void SetupShader(int shaderindex, int &cm);
|
|
FGLTexture * ValidateSysTexture(FTexture * tex, bool expand);
|
|
bool TrimBorders(int *rect);
|
|
|
|
public:
|
|
FTexture *tex;
|
|
|
|
FMaterial(FTexture *tex, bool forceexpand);
|
|
~FMaterial();
|
|
void Precache();
|
|
bool isMasked() const
|
|
{
|
|
return !!mBaseLayer->tex->bMasked;
|
|
}
|
|
|
|
void Bind(int cm, int clamp = 0, int translation = 0, int overrideshader = 0);
|
|
void BindPatch(int cm, int translation = 0, int overrideshader = 0);
|
|
|
|
unsigned char * CreateTexBuffer(int cm, int translation, int & w, int & h, bool expand = false, bool allowhires=true) const
|
|
{
|
|
return mBaseLayer->CreateTexBuffer(cm, translation, w, h, expand, allowhires? tex:NULL, 0);
|
|
}
|
|
|
|
void Clean(bool f)
|
|
{
|
|
mBaseLayer->Clean(f);
|
|
}
|
|
|
|
void BindToFrameBuffer();
|
|
// Patch drawing utilities
|
|
|
|
void GetRect(FloatRect *r, ETexUse i) const;
|
|
void GetTexCoordInfo(FTexCoordInfo *tci, fixed_t x, fixed_t y) const;
|
|
|
|
// This is scaled size in integer units as needed by walls and flats
|
|
int TextureHeight(ETexUse i) const { return RenderHeight[i]; }
|
|
int TextureWidth(ETexUse i) const { return RenderWidth[i]; }
|
|
|
|
int GetAreas(FloatRect **pAreas) const;
|
|
|
|
int GetWidth(ETexUse i) const
|
|
{
|
|
return Width[i];
|
|
}
|
|
|
|
int GetHeight(ETexUse i) const
|
|
{
|
|
return Height[i];
|
|
}
|
|
|
|
int GetLeftOffset(ETexUse i) const
|
|
{
|
|
return LeftOffset[i];
|
|
}
|
|
|
|
int GetTopOffset(ETexUse i) const
|
|
{
|
|
return TopOffset[i];
|
|
}
|
|
|
|
int GetScaledLeftOffset(ETexUse i) const
|
|
{
|
|
return DivScale16(LeftOffset[i], tex->xScale);
|
|
}
|
|
|
|
int GetScaledTopOffset(ETexUse i) const
|
|
{
|
|
return DivScale16(TopOffset[i], tex->yScale);
|
|
}
|
|
|
|
float GetScaledLeftOffsetFloat(ETexUse i) const
|
|
{
|
|
return LeftOffset[i] / FIXED2FLOAT(tex->xScale);
|
|
}
|
|
|
|
float GetScaledTopOffsetFloat(ETexUse i) const
|
|
{
|
|
return TopOffset[i] / FIXED2FLOAT(tex->yScale);
|
|
}
|
|
|
|
// This is scaled size in floating point as needed by sprites
|
|
float GetScaledWidthFloat(ETexUse i) const
|
|
{
|
|
return Width[i] / FIXED2FLOAT(tex->xScale);
|
|
}
|
|
|
|
float GetScaledHeightFloat(ETexUse i) const
|
|
{
|
|
return Height[i] / FIXED2FLOAT(tex->yScale);
|
|
}
|
|
|
|
// Get right/bottom UV coordinates for patch drawing
|
|
float GetUL() const { return 0; }
|
|
float GetVT() const { return 0; }
|
|
float GetUR() const { return spriteright; }
|
|
float GetVB() const { return spritebottom; }
|
|
float GetU(float upix) const { return upix/(float)Width[GLUSE_PATCH] * spriteright; }
|
|
float GetV(float vpix) const { return vpix/(float)Height[GLUSE_PATCH] * spritebottom; }
|
|
|
|
float GetSpriteUL() const { return SpriteU[0]; }
|
|
float GetSpriteVT() const { return SpriteV[0]; }
|
|
float GetSpriteUR() const { return SpriteU[1]; }
|
|
float GetSpriteVB() const { return SpriteV[1]; }
|
|
|
|
|
|
|
|
bool GetTransparent() const
|
|
{
|
|
if (mBaseLayer->bIsTransparent == -1)
|
|
{
|
|
if (!mBaseLayer->tex->bHasCanvas)
|
|
{
|
|
int w, h;
|
|
unsigned char *buffer = CreateTexBuffer(CM_DEFAULT, 0, w, h);
|
|
delete [] buffer;
|
|
}
|
|
else
|
|
{
|
|
mBaseLayer->bIsTransparent = 0;
|
|
}
|
|
}
|
|
return !!mBaseLayer->bIsTransparent;
|
|
}
|
|
|
|
static void DeleteAll();
|
|
static void FlushAll();
|
|
static FMaterial *ValidateTexture(FTexture * tex);
|
|
static FMaterial *ValidateTexture(FTextureID no, bool trans);
|
|
|
|
};
|
|
|
|
#endif
|