#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 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