raze-gles/source/common/textures/hw_material.h
Christoph Oelckers 6bffdf80a1 - finally managed to merge in the original texture system commit.
Game compiles and runs but transparency doesn't work yet.

# Conflicts:
#	source/CMakeLists.txt
#	source/core/menu/menu.cpp
#	source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00

140 lines
2.7 KiB
C++

#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<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();
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<FTexture*> &GetLayerArray() const
{
return mTextureLayers;
}
};
#endif