mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-01-07 02:00:49 +00:00
45ef7bca4f
Both need the bMasked flag, or some code will think that the texture is not fully opaque if no holes were found.
174 lines
3.7 KiB
C++
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
|
|
|
|
|