raze/source/common/textures/hw_material.h

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#ifndef __GL_MATERIAL_H
#define __GL_MATERIAL_H
#include "m_fixed.h"
#include "textures.h"
struct FRemapTable;
class IHardwareTexture;
struct MaterialLayerInfo
{
FTexture* layerTexture;
int scaleFlags;
int clampflags;
};
//===========================================================================
//
// this is the material class for OpenGL.
//
//===========================================================================
class FMaterial
{
private:
TArray<MaterialLayerInfo> mTextureLayers; // the only layers allowed to scale are the brightmap and the glowmap.
int mShaderIndex;
int mLayerFlags = 0;
int mScaleFlags;
public:
FGameTexture *sourcetex; // the owning texture.
FMaterial(FGameTexture *tex, int scaleflags);
virtual ~FMaterial();
int GetLayerFlags() const { return mLayerFlags; }
int GetShaderIndex() const { return mShaderIndex; }
int GetScaleFlags() const { return mScaleFlags; }
virtual void DeleteDescriptors() { }
FVector2 GetDetailScale() const
{
return sourcetex->GetDetailScale();
}
FGameTexture* Source() const
{
return sourcetex;
}
void AddTextureLayer(FTexture *tex, bool allowscale)
{
mTextureLayers.Push({ tex, allowscale });
}
int NumLayers() const
{
return mTextureLayers.Size();
}
IHardwareTexture *GetLayer(int i, int translation, MaterialLayerInfo **pLayer = nullptr) const;
static FMaterial *ValidateTexture(FGameTexture * tex, int scaleflags, bool create = true);
const TArray<MaterialLayerInfo> &GetLayerArray() const
{
return mTextureLayers;
}
};
#endif