gzdoom/src/gl/textures/gl_material.h

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#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
{
friend class FMaterial;
public:
FTexture * tex;
FTexture * hirestexture;
char bIsTransparent;
int HiresLump;
private:
FHardwareTexture *gltexture[5];
FHardwareTexture *glpatch;
bool bHasColorkey; // only for hires
bool bExpand;
unsigned char * LoadHiresTexture(FTexture *hirescheck, int *width, int *height, bool alphatexture);
FHardwareTexture *CreateTexture(int clampmode);
//bool CreateTexture();
bool CreatePatch();
const FHardwareTexture *Bind(int texunit, int clamp, int translation, FTexture *hirescheck);
const FHardwareTexture *BindPatch(int texunit, int translation, bool alphatexture);
public:
FGLTexture(FTexture * tx, bool expandpatches);
~FGLTexture();
unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool expand, FTexture *hirescheck, bool alphatexture = false);
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;
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 clamp = 0, int translation = 0, int overrideshader = 0);
void BindPatch(int translation = 0, int overrideshader = 0, bool alphatexture = false);
unsigned char * CreateTexBuffer(int translation, int & w, int & h, bool expand = false, bool allowhires=true) const
{
return mBaseLayer->CreateTexBuffer(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(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