raze/source/glbackend/gl_hwtexture.h
Christoph Oelckers 7a84887fc4 - transitioned FTexture.
Mostly working. Note: Brightmaps must be per-translation!
2020-05-24 19:12:22 +02:00

58 lines
1.7 KiB
C++

#pragma once
class FBitmap;
class FTexture;
#include "tarray.h"
#include "hw_ihwtexture.h"
class FHardwareTexture : public IHardwareTexture
{
public:
enum
{
Indexed,
TrueColor,
HighColor, // 16 bit - Can be used to save space in memory constrained scenarios at the cost of visual accuracy.
Brightmap, // This can be stored as RGBA2 to save space, it also doesn't really need a mipmap.
};
private:
int mSampler = 0;
unsigned int glTexID = 0;
unsigned int glDepthID = 0; // only used by camera textures
unsigned int glBufferID = 0;
int internalType = TrueColor;
bool mipmapped = true;
int mWidth = 0, mHeight = 0;
int colorId = 0;
uint32_t allocated = 0;
int GetDepthBuffer(int w, int h);
public:
~FHardwareTexture();
// Satisfy the virtual interface - currently this isn't being used.
virtual void AllocateBuffer(int w, int h, int texelsize) {}
virtual uint8_t* MapBuffer() { return nullptr; }
virtual unsigned int CreateTexture(unsigned char* buffer, int w, int h, int texunit, bool mipmap, const char* name) { return 0; }
//bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags);
unsigned int CreateTexture(int w, int h, bool type, bool mipmapped) = delete;
unsigned int CreateTexture(int w, int h, int type, bool mipmapped);
unsigned int LoadTexture(const unsigned char * buffer);
unsigned int LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h);
unsigned int LoadTexture(FBitmap &bmp);
unsigned int GetTextureHandle();
int GetSampler() { return mSampler; }
void SetSampler(int sampler) { mSampler = sampler; }
bool isIndexed() const { return internalType == Indexed; }
void BindToFrameBuffer(int w, int h);
friend class FGameTexture;
};