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bb4a19cf3a
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
50 lines
1.2 KiB
C++
50 lines
1.2 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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enum
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{
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Indexed,
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TrueColor,
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HighColor, // 16 bit - Can be used to save space in memory constrained scenarios at the cost of visual accuracy.
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Brightmap, // This can be stored as RGBA2 to save space, it also doesn't really need a mipmap.
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};
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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 internalType = TrueColor;
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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 type, bool mipmapped) = delete;
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unsigned int CreateTexture(int w, int h, int type, bool mipmapped);
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unsigned int LoadTexture(const unsigned char * buffer);
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unsigned int LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h);
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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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bool isIndexed() const { return internalType == Indexed; }
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friend class FGameTexture;
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};
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#endif
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