vkdoom_m/src/common/rendering/gl/gl_hwtexture.h
Christoph Oelckers 02832297ff - moved most of the OpenGL backend to 'common'.
A few things are yet to do, because they still need some changes.
2020-04-26 14:44:19 +02:00

71 lines
1.4 KiB
C++

#ifndef __GLTEXTURE_H
#define __GLTEXTURE_H
#ifdef LoadImage
#undef LoadImage
#endif
#define SHADED_TEXTURE -1
#define DIRECT_PALETTE -2
#include "tarray.h"
#include "gl_interface.h"
#include "hw_ihwtexture.h"
class FCanvasTexture;
namespace OpenGLRenderer
{
class FHardwareTexture : public IHardwareTexture
{
public:
static unsigned int lastbound[MAX_TEXTURES];
static int GetTexDimension(int value)
{
if (value > gl.max_texturesize) return gl.max_texturesize;
return value;
}
static void InitGlobalState() { for (int i = 0; i < MAX_TEXTURES; i++) lastbound[i] = 0; }
private:
bool forcenocompression;
unsigned int glTexID = 0;
unsigned int glDepthID = 0; // only used by camera textures
unsigned int glBufferID = 0;
int glTextureBytes = 4;
bool mipmapped = false;
int GetDepthBuffer(int w, int h);
public:
FHardwareTexture(bool nocompress)
{
forcenocompression = nocompress;
}
~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(int translation);
};
}
#endif