Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

98 lines
3.1 KiB
C++

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