#ifndef __GL_MATERIAL_H #define __GL_MATERIAL_H #include "m_fixed.h" #include "textures.h" struct FRemapTable; 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 { 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; 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(); int GetShaderIndex() const { return mShaderIndex; } 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; } bool hasCanvas() { return tex->isHardwareCanvas(); } IHardwareTexture *GetLayer(int i, int translation, FTexture **pLayer = nullptr); // Patch drawing utilities void GetSpriteRect(FloatRect * r) const { *r = mSpriteRect; } // 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 FMaterial *ValidateTexture(FTexture * tex, bool expand, bool create = true); static FMaterial *ValidateTexture(FTextureID no, bool expand, bool trans, bool create = true); const TArray &GetLayerArray() const { return mTextureLayers; } }; #endif