blender/source/gameengine/Ketsji/BL_Texture.h
Mitchell Stokes 436f02ab9c Finally committing support for compressed textures on the GPU (DDS+DXT). This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.
One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-06-30 04:34:34 +00:00

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C++

/** \file BL_Texture.h
* \ingroup ketsji
*/
#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 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 );
void InitGLCompressedTex(struct ImBuf *p, 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);
static void SplitEnvMap(EnvMap *map);
void ActivateTexture();
void SetMapping(int mode);
void DisableUnit();
void setTexEnv(BL_Material *mat, bool modulate=false);
unsigned int swapTexture (unsigned int newTex) {
// swap texture codes
unsigned int tmp = mTexture;
mTexture = newTex;
// return original texture code
return tmp;
}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_Texture")
#endif
};
#endif//__BL_TEXTURE_H__