forked from Kolyah35/minecraft-pe-0.6.1
the whole game
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77
src/client/renderer/Textures.h
Executable file
77
src/client/renderer/Textures.h
Executable file
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#ifndef NET_MINECRAFT_CLIENT_RENDERER__Textures_H__
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#define NET_MINECRAFT_CLIENT_RENDERER__Textures_H__
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//package net.minecraft.client.renderer;
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#include <string>
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#include <map>
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#include <utility>
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#include "gles.h"
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#include "TextureData.h"
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class DynamicTexture;
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class Options;
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class AppPlatform;
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typedef GLuint TextureId;
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typedef std::map<std::string, TextureId> TextureMap;
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typedef std::map<TextureId, TextureData> TextureImageMap;
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//@todo: Should probably delete the data buffers with image data
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// after we've created an OpenGL-texture, and rewrite the
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// getTemporaryTextureData() to actually load from file IF
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// it's only read ~once anyway.
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class Textures
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{
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public:
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Textures(Options* options_, AppPlatform* platform_);
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~Textures();
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void addDynamicTexture(DynamicTexture* dynamicTexture);
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__inline void bind(TextureId id) {
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if (id != Textures::InvalidId && lastBoundTexture != id) {
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glBindTexture2(GL_TEXTURE_2D, id);
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lastBoundTexture = id;
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++textureChanges;
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} else if (id == Textures::InvalidId){
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LOGI("invalidId!\n");
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}
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}
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TextureId loadTexture(const std::string& resourceName, bool inTextureFolder = true);
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TextureId loadAndBindTexture(const std::string& resourceName);
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TextureId assignTexture(const std::string& resourceName, const TextureData& img);
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const TextureData* getTemporaryTextureData(TextureId id);
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void tick(bool uploadToGraphicsCard);
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void clear();
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void reloadAll();
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__inline static bool isTextureIdValid(TextureId t) { return t != Textures::InvalidId; }
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private:
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int smoothBlend(int c0, int c1);
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int crispBlend(int c0, int c1);
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public:
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static bool MIPMAP;
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static int textureChanges;
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static const TextureId InvalidId = -1;
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private:
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TextureMap idMap;
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TextureImageMap loadedImages;
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Options* options;
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AppPlatform* platform;
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bool clamp;
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bool blur;
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int lastBoundTexture;
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std::vector<DynamicTexture*> dynamicTextures;
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};
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#endif /*NET_MINECRAFT_CLIENT_RENDERER__Textures_H__*/
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