#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 mMaterials; static int mMaxBound; FGLTexture *mBaseLayer; TArray 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