raze/source/glbackend/gl_hwtexture.h

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#ifndef __GLTEXTURE_H
#define __GLTEXTURE_H
class FBitmap;
class FTexture;
#include "tarray.h"
class FHardwareTexture //: public IHardwareTexture
{
public:
private:
int mSampler = 0;
unsigned int glTexID = 0;
int glTextureBytes = 4;
bool mipmapped = true;
int mWidth = 0, mHeight = 0;
int colorId = 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; }
friend class FGameTexture;
};
// This class identifies a single source image to the game.
// Since hightile palette variations are identified by file name, they will create separate game textures.
class FGameTexture
{
int Width, Height;
bool isHightile;
// Source image for this texture.
FTexture* sourceData = nullptr;
// indexed or the sole image for hightiles.
FHardwareTexture* hwBase = nullptr;
// If the number was large a TMap would be better -
// 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.
TArray<FHardwareTexture*> hwTextures;
public:
FGameTexture(bool hightile, int width, int height);
virtual ~FGameTexture();
// For dynamic subtypes.
virtual void SizeChanged(int width, int height);
static constexpr int MakeId(int palette, int palswap)
{
return palette + 256 * palswap;
}
FHardwareTexture* GetBaseTexture();
FHardwareTexture* CreateHardwareTexture(int palette, int palswap);
FHardwareTexture* GetHardwareTexture(int palette, int palswap)
{
if (isHightile) return GetBaseTexture();
auto id = MakeId(palette, palswap);
auto found = hwTextures.FindEx([=](FHardwareTexture* tex)
{
return tex->colorId == id;
});
if (!found) return CreateHardwareTexture(palette, palswap);
}
};
#endif