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#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 RTData;
class RAS_Rect;
class RAS_ICanvas;
// --
#include "STR_String.h"
class BL_Texture
{
private:
// -----------------------------------
unsigned int mTexture;
bool mError;
bool mOk;
bool mNeedsDeleted;
unsigned int mType;
STR_String mName;
int mUnit;
// -----------------------------------
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( );
//operator const unsigned int () const;
bool Ok();
int GetUnit() {return mUnit;}
void SetUnit(int unit) {mUnit = unit;}
STR_String GetName() const;
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__
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