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71d132b470
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader. Also perform better reporting of shader compilation errors.
79 lines
2 KiB
C++
79 lines
2 KiB
C++
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#ifndef __GLTEXTURE_H
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#define __GLTEXTURE_H
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class FBitmap;
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class FTexture;
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#include "tarray.h"
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class FHardwareTexture //: public IHardwareTexture
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{
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public:
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private:
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int mSampler = 0;
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unsigned int glTexID = 0;
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int glTextureBytes = 4;
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bool mipmapped = true;
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int mWidth = 0, mHeight = 0;
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int colorId = 0;
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public:
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~FHardwareTexture();
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//bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags);
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unsigned int CreateTexture(int w, int h, bool eightbit, bool mipmapped);
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unsigned int LoadTexture(unsigned char * buffer);
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unsigned int LoadTexture(FBitmap &bmp);
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unsigned int GetTextureHandle();
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int GetSampler() { return mSampler; }
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void SetSampler(int sampler) { mSampler = sampler; }
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friend class FGameTexture;
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};
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// This class identifies a single source image to the game.
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// Since hightile palette variations are identified by file name, they will create separate game textures.
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class FGameTexture
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{
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int Width, Height;
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bool isHightile;
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// Source image for this texture.
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FTexture* sourceData = nullptr;
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// indexed or the sole image for hightiles.
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FHardwareTexture* hwBase = nullptr;
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// If the number was large a TMap would be better -
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// but in most cases the maximum number of palettes for a single tile is less than 10 where a linear search is much faster than a TMap.
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TArray<FHardwareTexture*> hwTextures;
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public:
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FGameTexture(bool hightile, int width, int height);
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virtual ~FGameTexture();
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// For dynamic subtypes.
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virtual void SizeChanged(int width, int height);
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static constexpr int MakeId(int palette, int palswap)
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{
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return palette + 256 * palswap;
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}
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FHardwareTexture* GetBaseTexture();
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FHardwareTexture* CreateHardwareTexture(int palette, int palswap);
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FHardwareTexture* GetHardwareTexture(int palette, int palswap)
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{
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if (isHightile) return GetBaseTexture();
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auto id = MakeId(palette, palswap);
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auto found = hwTextures.FindEx([=](FHardwareTexture* tex)
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{
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return tex->colorId == id;
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});
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if (!found) return CreateHardwareTexture(palette, palswap);
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}
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};
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#endif
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