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Direct3D11 GFX device.
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Engine/source/gfx/D3D11/gfxD3D11Cubemap.h
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Engine/source/gfx/D3D11/gfxD3D11Cubemap.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GFXD3D11CUBEMAP_H_
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#define _GFXD3D11CUBEMAP_H_
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/gfxCubemap.h"
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#include "gfx/gfxResource.h"
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#include "gfx/gfxTarget.h"
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const U32 CubeFaces = 6;
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class GFXD3D11Cubemap : public GFXCubemap
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{
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public:
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virtual void initStatic( GFXTexHandle *faces );
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virtual void initStatic( DDSFile *dds );
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virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8 );
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virtual void setToTexUnit( U32 tuNum );
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virtual U32 getSize() const { return mTexSize; }
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virtual GFXFormat getFormat() const { return mFaceFormat; }
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GFXD3D11Cubemap();
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virtual ~GFXD3D11Cubemap();
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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// Get functions
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ID3D11ShaderResourceView* getSRView();
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ID3D11RenderTargetView* getRTView(U32 faceIdx);
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ID3D11RenderTargetView** getRTViewArray();
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ID3D11DepthStencilView* getDSView();
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ID3D11Texture2D* get2DTex();
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private:
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friend class GFXD3D11TextureTarget;
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friend class GFXD3D11Device;
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ID3D11Texture2D* mTexture;
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ID3D11ShaderResourceView* mSRView; // for shader resource input
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ID3D11RenderTargetView* mRTView[CubeFaces]; // for render targets, 6 faces of the cubemap
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ID3D11DepthStencilView* mDSView; //render target view for depth stencil
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bool mAutoGenMips;
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bool mDynamic;
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U32 mTexSize;
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GFXFormat mFaceFormat;
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void releaseSurfaces();
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bool isCompressed(GFXFormat format);
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/// The callback used to get texture events.
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/// @see GFXTextureManager::addEventDelegate
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void _onTextureEvent(GFXTexCallbackCode code);
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};
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#endif
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