raze-gles/source/glbackend/gl_hwtexture.h
Christoph Oelckers 93ad83b380 - use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00

33 lines
691 B
C++

#ifndef __GLTEXTURE_H
#define __GLTEXTURE_H
class FBitmap;
class FHardwareTexture //: public IHardwareTexture
{
public:
private:
int mSampler = 0;
unsigned int glTexID = 0;
int glTextureBytes = 4;
bool mipmapped = true;
int mWidth = 0, mHeight = 0;
public:
~FHardwareTexture();
//bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags);
unsigned int CreateTexture(int w, int h, bool eightbit, bool mipmapped);
unsigned int LoadTexture(unsigned char * buffer);
unsigned int LoadTexture(FBitmap &bmp);
unsigned int GetTextureHandle();
int GetSampler() { return mSampler; }
void SetSampler(int sampler) { mSampler = sampler; }
};
#endif