#ifndef __GL_MATERIAL_H #define __GL_MATERIAL_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" #include "r_defs.h" EXTERN_CVAR(Bool, gl_precache) struct FRemapTable; class FTextureShader; enum { CLAMP_NONE = 0, CLAMP_X = 1, CLAMP_Y = 2, CLAMP_XY = 3, CLAMP_XY_NOMIP = 4, CLAMP_NOFILTER = 5, CLAMP_CAMTEX = 6, }; 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; }; //=========================================================================== // // device independent wrapper around the hardware texture and its sampler state // //=========================================================================== class FMaterial; class FGLTexture { friend class FMaterial; public: FTexture * tex; private: FHardwareTexture *mHwTexture; uint8_t lastSampler; int lastTranslation; FHardwareTexture *CreateHwTexture(); const FHardwareTexture *Bind(int texunit, int clamp, int translation, int flags); public: FGLTexture(FTexture * tx, bool expandpatches); FGLTexture(FTexture * tx, FHardwareTexture *hwtex); // for the SW framebuffer ~FGLTexture(); void Clean(bool all); void CleanUnused(SpriteHits &usedtranslations); bool isInitialized() const { return mHwTexture != nullptr; } }; //=========================================================================== // // this is the material class for OpenGL. // //=========================================================================== class FMaterial { friend class FRenderState; struct FTextureLayer { FTexture *texture; bool animated; }; // This array is needed because not all textures are managed by the texture manager // but some code needs to discard all hardware dependent data attached to any created texture. // Font characters are not, for example. static TArray mMaterials; static int mMaxBound; FGLTexture *mBaseLayer; TArray mTextureLayers; int mShaderIndex; short mLeftOffset; short mTopOffset; short mWidth; short mHeight; short mRenderWidth; short mRenderHeight; bool mExpanded; bool mTrimResult; uint16_t trim[4]; float mSpriteU[2], mSpriteV[2]; FloatRect mSpriteRect; FGLTexture * ValidateSysTexture(FTexture * tex, bool expand); bool TrimBorders(uint16_t *rect); public: FTexture *tex; FMaterial(FTexture *tex, bool forceexpand); ~FMaterial(); void SetSpriteRect(); void Precache(); void PrecacheList(SpriteHits &translations); void AddTextureLayer(FTexture *tex) { FTextureLayer layer = { tex, false }; ValidateTexture(tex, false); mTextureLayers.Push(layer); } bool isMasked() const { return !!mBaseLayer->tex->bMasked; } int GetLayers() const { return mTextureLayers.Size() + 1; } void Bind(int clamp, int translation); void Clean(bool f) { mBaseLayer->Clean(f); } void BindToFrameBuffer(); // Patch drawing utilities void GetSpriteRect(FloatRect * r) const { *r = mSpriteRect; } void GetTexCoordInfo(FTexCoordInfo *tci, float x, float y) const; void GetTexCoordInfo(FTexCoordInfo *tci, side_t *side, int texpos) const { GetTexCoordInfo(tci, (float)side->GetTextureXScale(texpos), (float)side->GetTextureYScale(texpos)); } // This is scaled size in integer units as needed by walls and flats int TextureHeight() const { return mRenderHeight; } int TextureWidth() const { return mRenderWidth; } int GetAreas(FloatRect **pAreas) const; int GetWidth() const { return mWidth; } int GetHeight() const { return mHeight; } int GetLeftOffset() const { return mLeftOffset; } int GetTopOffset() const { return mTopOffset; } // Get right/bottom UV coordinates for patch drawing float GetUL() const { return 0; } float GetVT() const { return 0; } float GetUR() const { return 1; } float GetVB() const { return 1; } float GetU(float upix) const { return upix/(float)mWidth; } float GetV(float vpix) const { return vpix/(float)mHeight; } float GetSpriteUL() const { return mSpriteU[0]; } float GetSpriteVT() const { return mSpriteV[0]; } float GetSpriteUR() const { return mSpriteU[1]; } float GetSpriteVB() const { return mSpriteV[1]; } static void DeleteAll(); static void FlushAll(); static FMaterial *ValidateTexture(FTexture * tex, bool expand); static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans); static void ClearLastTexture(); static void InitGlobalState(); }; #endif