blender/source/gameengine/Ketsji/BL_Texture.h

79 lines
1.8 KiB
C++

#ifndef __BL_TEXTURE_H__
#define __BL_TEXTURE_H__
// #include <vector>
// #include <map>
#include "MT_Matrix4x4.h"
#include "KX_Camera.h"
// --
struct Image;
struct EnvMap;
class BL_Material;
class RAS_Rect;
class RAS_ICanvas;
//class RTData;
#include "STR_String.h"
class BL_Texture
{
private:
// -----------------------------------
unsigned int mTexture; // Bound texture unit data
bool mError; // Errors
bool mOk; // ...
bool mNeedsDeleted; // If generated
unsigned int mType; // enum TEXTURE_2D | CUBE_MAP
int mUnit; // Texture unit associated with mTexture
unsigned int mEnvState; // cache textureEnv
static unsigned int mDisableState; // speed up disabling calls
// -----------------------------------
void InitNonPow2Tex(unsigned int *p,int x,int y,bool mipmap );
void InitGLTex(unsigned int *p,int x,int y,bool mipmap );
public:
BL_Texture();
~BL_Texture( );
bool Ok();
int GetUnit() {return mUnit;}
void SetUnit(int unit) {mUnit = unit;}
unsigned int GetTextureType() const;
void DeleteTex();
bool InitFromImage(int unit, Image *img, bool mipmap);
bool InitCubeMap(int unit,EnvMap *cubemap );
bool IsValid();
void Validate();
static void ActivateFirst();
static void DisableAllTextures();
static void ActivateUnit(int unit);
static int GetMaxUnits();
static int GetPow2(int x);
/** todo
void CreateRenderTexture(RAS_Rect r, RTData d);
void ReadDepth(RAS_Rect r, RTData d);
static void BeginDepth(RAS_ICanvas *can, RTData d);
static void EndDepth(RAS_ICanvas *can,RTData d);
void SetDepthMapping(MT_Matrix4x4& p, MT_Matrix4x4& m);
*/
void ActivateTexture();
void SetMapping(int mode);
void DisableUnit();
void setTexEnv(BL_Material *mat, bool modulate=false);
};
/* Render to texture support, managed by the scene
TODO
*/
#endif//__BL_TEXTURE_H__