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7a84887fc4
Mostly working. Note: Brightmaps must be per-translation!
58 lines
1.7 KiB
C++
58 lines
1.7 KiB
C++
#pragma once
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class FBitmap;
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class FTexture;
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#include "tarray.h"
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#include "hw_ihwtexture.h"
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class FHardwareTexture : public IHardwareTexture
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{
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public:
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enum
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{
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Indexed,
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TrueColor,
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HighColor, // 16 bit - Can be used to save space in memory constrained scenarios at the cost of visual accuracy.
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Brightmap, // This can be stored as RGBA2 to save space, it also doesn't really need a mipmap.
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};
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private:
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int mSampler = 0;
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unsigned int glTexID = 0;
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unsigned int glDepthID = 0; // only used by camera textures
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unsigned int glBufferID = 0;
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int internalType = TrueColor;
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bool mipmapped = true;
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int mWidth = 0, mHeight = 0;
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int colorId = 0;
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uint32_t allocated = 0;
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int GetDepthBuffer(int w, int h);
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public:
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~FHardwareTexture();
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// Satisfy the virtual interface - currently this isn't being used.
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virtual void AllocateBuffer(int w, int h, int texelsize) {}
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virtual uint8_t* MapBuffer() { return nullptr; }
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virtual unsigned int CreateTexture(unsigned char* buffer, int w, int h, int texunit, bool mipmap, const char* name) { return 0; }
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//bool BindOrCreate(FTexture *tex, int texunit, int clampmode, int translation, int flags);
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unsigned int CreateTexture(int w, int h, bool type, bool mipmapped) = delete;
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unsigned int CreateTexture(int w, int h, int type, bool mipmapped);
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unsigned int LoadTexture(const unsigned char * buffer);
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unsigned int LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h);
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unsigned int LoadTexture(FBitmap &bmp);
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unsigned int GetTextureHandle();
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int GetSampler() { return mSampler; }
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void SetSampler(int sampler) { mSampler = sampler; }
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bool isIndexed() const { return internalType == Indexed; }
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void BindToFrameBuffer(int w, int h);
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friend class FGameTexture;
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};
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