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80 lines
1.5 KiB
C++
80 lines
1.5 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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#ifdef LoadImage
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#undef LoadImage
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#endif
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#define SHADED_TEXTURE -1
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#define DIRECT_PALETTE -2
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#include "tarray.h"
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#include "gl_interface.h"
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#include "hw_ihwtexture.h"
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class FCanvasTexture;
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namespace OpenGLRenderer
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{
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class FHardwareTexture : public IHardwareTexture
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{
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public:
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static unsigned int lastbound[MAX_TEXTURES];
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static int GetTexDimension(int value)
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{
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if (value > gl.max_texturesize) return gl.max_texturesize;
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return value;
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}
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static void InitGlobalState() { for (int i = 0; i < MAX_TEXTURES; i++) lastbound[i] = 0; }
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private:
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bool forcenofilter;
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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 glTextureBytes;
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bool mipmapped = false;
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int GetDepthBuffer(int w, int h);
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public:
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FHardwareTexture(int numchannels = 4, bool disablefilter = false)
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{
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forcenofilter = disablefilter;
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glTextureBytes = numchannels;
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}
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~FHardwareTexture();
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static void Unbind(int texunit);
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static void UnbindAll();
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void BindToFrameBuffer(int w, int h);
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unsigned int Bind(int texunit, bool needmipmap);
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bool BindOrCreate(FTexture* tex, int texunit, int clampmode, int translation, int flags);
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void AllocateBuffer(int w, int h, int texelsize);
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uint8_t* MapBuffer();
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unsigned int CreateTexture(unsigned char* buffer, int w, int h, int texunit, bool mipmap, const char* name);
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unsigned int GetTextureHandle()
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{
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return glTexID;
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}
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int numChannels() { return glTextureBytes; }
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};
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}
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