qzdoom/src/hwrenderer/textures/hw_material.h
Christoph Oelckers 45ef7bca4f - fixed: FTexture::SmoothEdges must forward its result to the base texture in case a redirection is in effect.
Both need the bMasked flag, or some code will think that the texture is not fully opaque if no holes were found.
2018-11-17 18:55:44 +01:00

174 lines
3.7 KiB
C++

#ifndef __GL_MATERIAL_H
#define __GL_MATERIAL_H
#include "m_fixed.h"
#include "textures/textures.h"
#include "i_system.h"
#include "r_defs.h"
EXTERN_CVAR(Bool, gl_precache)
struct FRemapTable;
class FTextureShader;
class IHardwareTexture;
enum
{
CLAMP_NONE = 0,
CLAMP_X = 1,
CLAMP_Y = 2,
CLAMP_XY = 3,
CLAMP_XY_NOMIP = 4,
CLAMP_NOFILTER = 5,
CLAMP_CAMTEX = 6,
};
//===========================================================================
//
// this is the material class for OpenGL.
//
//===========================================================================
class FMaterial
{
// 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<FMaterial *> mMaterials;
static int mMaxBound;
IHardwareTexture *mBaseLayer;
TArray<FTexture*> 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;
bool TrimBorders(uint16_t *rect);
public:
FTexture *tex;
FTexture *sourcetex; // in case of redirection this is different from tex.
FMaterial(FTexture *tex, bool forceexpand);
~FMaterial();
void SetSpriteRect();
void Precache();
void PrecacheList(SpriteHits &translations);
int GetShaderIndex() const { return mShaderIndex; }
IHardwareTexture * ValidateSysTexture(FTexture * tex, bool expand);
void AddTextureLayer(FTexture *tex)
{
ValidateTexture(tex, false);
mTextureLayers.Push(tex);
}
bool isMasked() const
{
return sourcetex->bMasked;
}
bool isExpanded() const
{
return mExpanded;
}
int GetLayers() const
{
return mTextureLayers.Size() + 1;
}
IHardwareTexture *GetLayer(int i, FTexture **pLayer = nullptr)
{
if (i == 0)
{
if (pLayer) *pLayer = tex;
return mBaseLayer;
}
else
{
i--;
FTexture *layer = mTextureLayers[i];
if (pLayer) *pLayer = layer;
return ValidateSysTexture(layer, isExpanded());
}
}
void Clean(bool f);
// Patch drawing utilities
void GetSpriteRect(FloatRect * r) const
{
*r = mSpriteRect;
}
void GetTexCoordInfo(FTexCoordInfo *tci, float x, float y) const
{
tci->GetFromTexture(tex, x, y);
}
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);
};
#endif