blender/source/gameengine/Ketsji/BL_Texture.h
Charlie Carley c4202fbd43 First commit! Small bug fix for cube map crashing in the player.
Cube maps don't display correctly in the player at the moment too.. something to do with regenerating/loading the images
2007-01-13 08:30:08 +00:00

65 lines
1.4 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 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);
static void SplitEnvMap(EnvMap *map);
void ActivateTexture();
void SetMapping(int mode);
void DisableUnit();
void setTexEnv(BL_Material *mat, bool modulate=false);
};
#endif//__BL_TEXTURE_H__