This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
98 lines
3.1 KiB
C++
98 lines
3.1 KiB
C++
#pragma once
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class Rect2i;
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class ByteBuffer;
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class BufferedImage;
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#ifdef __PS3__
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class ByteBuffer_IO;
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#endif
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class Texture
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{
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public:
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static const int WM_WRAP = GL_REPEAT;
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static const int WM_CLAMP = GL_CLAMP;
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static const int WM_MIRROR = 0; //GL_MIRRORED_REPEAT;
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static const int TFMT_RGBA = GL_RGBA;
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static const int TFMT_BGRA = GL_BGRA;
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static const int TFLT_NEAREST = GL_NEAREST;
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static const int TFLT_LINEAR = GL_LINEAR;
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static const int TFLT_LINEAR_MIP_NEAREST = 0; //GL_LINEAR_MIPMAP_NEAREST;
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static const int TFLT_LINEAR_MIP_LINEAR = 0; //GL_LINEAR_MIPMAP_LINEAR;
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static const int TFLT_NEAREST_MIP_NEAREST = 0; //GL_NEAREST_MIPMAP_NEAREST;
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static const int TFLT_NEAREST_MIP_LINEAR = GL_NEAREST_MIPMAP_LINEAR;
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static const int TM_STATIC = 0;
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static const int TM_DYNAMIC = 1;
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static const int TM_CONTAINER = 2;
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private:
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int glId;
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int managerId;
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// Indicates certain aspects of this texture's behavior in terms of how tightly it is bound, conceptually. A static
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// texture is loaded once, uploaded to the GPU, and discarded CPU-side. A dynamic texture is kept on both the CPU
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// and GPU, as it will likely be dynamically updated on the CPU. A container texture exists only to keep the data
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// on the CPU, usually for later combination into a larger texture via the Stitcher class.
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int mode;
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int width;
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int height;
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int depth;
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int format;
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int type;
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int minFilter;
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int magFilter;
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int wrapMode;
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bool mipmapped;
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wstring name;
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Rect2i *rect;
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bool valid;
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bool immediateUpdate;
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bool updated;
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int m_iMipLevels;
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#ifdef __PS3__
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ByteBuffer_IO *data[10];
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#else
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ByteBuffer *data[10]; // Arrays for mipmaps - NULL if not used
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#endif
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public:
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bool m_bInitialised; // 4J Added
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~Texture();
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private:
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Texture(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, bool mipMap = true);
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void _init(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, bool mipMap);
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void _init(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap);
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public:
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Texture(const wstring &name, int mode, int width, int height, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap = true);
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Texture(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap = true);
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const Rect2i *getRect();
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void fill(const Rect2i *rect, int color);
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void writeAsBMP(const wstring &name);
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void writeAsPNG(const wstring &filename);
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void blit(int x, int y, Texture *source);
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void blit(int x, int y, Texture *source, bool rotated);
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void transferFromBuffer(intArray buffer);
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void transferFromImage(BufferedImage *image);
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int getManagerId();
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int getGlId();
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int getWidth();
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int getHeight();
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wstring getName();
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void setImmediateUpdate(bool immediateUpdate);
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void bind(int mipMapIndex);
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void updateOnGPU();
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ByteBuffer *getData(unsigned int level = 0);
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static int crispBlend(int c0, int c1);
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}; |