raze/source/common/rendering/gles/gles_hwtexture.h

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#pragma once
class FBitmap;
class FTexture;
#include "tarray.h"
#include "hw_ihwtexture.h"
#ifdef LoadImage
#undef LoadImage
#endif
#define SHADED_TEXTURE -1
#define DIRECT_PALETTE -2
#include "tarray.h"
#include "gles_system.h"
#include "hw_ihwtexture.h"
class FCanvasTexture;
namespace OpenGLESRenderer
{
class FHardwareTexture : public IHardwareTexture
{
public:
static unsigned int lastbound[MAX_TEXTURES];
static int GetTexDimension(int value)
{
if (value > gles.max_texturesize) return gles.max_texturesize;
return value;
}
static void InitGlobalState() { for (int i = 0; i < MAX_TEXTURES; i++) lastbound[i] = 0; }
private:
bool forcenofilter;
unsigned int glTexID = 0;
unsigned int glDepthID = 0; // only used by camera textures
uint8_t* texBuffer;
int glTextureBytes;
bool mipmapped = false;
int GetDepthBuffer(int w, int h);
public:
FHardwareTexture(int numchannels = 4, bool disablefilter = false)
{
forcenofilter = disablefilter;
glTextureBytes = numchannels;
texBuffer = nullptr;
}
~FHardwareTexture();
static void Unbind(int texunit);
static void UnbindAll();
void BindToFrameBuffer(int w, int h);
unsigned int Bind(int texunit, bool needmipmap);
bool BindOrCreate(FTexture* tex, int texunit, int clampmode, int translation, int flags);
void AllocateBuffer(int w, int h, int texelsize);
uint8_t* MapBuffer();
unsigned int CreateTexture(unsigned char* buffer, int w, int h, int texunit, bool mipmap, const char* name);
unsigned int GetTextureHandle()
{
return glTexID;
}
int numChannels() { return glTextureBytes; }
};
}