raze/source/common/rendering/polyrenderer/backend/poly_hwtexture.h

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#pragma once
#ifdef LoadImage
#undef LoadImage
#endif
#define SHADED_TEXTURE -1
#define DIRECT_PALETTE -2
#include "tarray.h"
#include "hw_ihwtexture.h"
#include "volk/volk.h"
struct FMaterialState;
class PolyBuffer;
class PolyHardwareTexture : public IHardwareTexture
{
public:
PolyHardwareTexture();
~PolyHardwareTexture();
static void ResetAll();
void Reset();
DCanvas *GetImage(FTexture *tex, int translation, int flags);
PolyDepthStencil *GetDepthStencil(FTexture *tex);
// Software renderer stuff
void AllocateBuffer(int w, int h, int texelsize) override;
uint8_t *MapBuffer() override;
unsigned int CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name) override;
// Wipe screen
void CreateWipeTexture(int w, int h, const char *name);
private:
void CreateImage(FTexture *tex, int translation, int flags);
static PolyHardwareTexture *First;
PolyHardwareTexture *Prev = nullptr;
PolyHardwareTexture *Next = nullptr;
std::unique_ptr<DCanvas> mCanvas;
std::unique_ptr<PolyDepthStencil> mDepthStencil;
};