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Engine directory for ticket #1
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Engine/source/gfx/gl/gfxGLTextureObject.h
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Engine/source/gfx/gl/gfxGLTextureObject.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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 _GFXGLTEXTUREOBJECT_H
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#define _GFXGLTEXTUREOBJECT_H
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#include "gfx/gfxTextureObject.h"
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#include "gfx/gl/ggl/ggl.h"
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class GFXGLDevice;
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class GFXGLTextureObject : public GFXTextureObject
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{
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public:
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GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile);
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virtual ~GFXGLTextureObject();
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void release();
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inline GLuint getHandle() const { return mHandle; }
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inline GLenum getBinding() const { return mBinding; }
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inline GLuint getBuffer() const { return mBuffer; }
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inline bool isZombie() const { return mIsZombie; }
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/// Binds the texture to the given texture unit
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/// and applies the current sampler state because GL tracks
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/// filtering and wrapper per object, while GFX tracks per sampler.
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void bind(U32 textureUnit) const;
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/// @return An array containing the texture data
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/// @note You are responsible for deleting the returned data! (Use delete[])
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U8* getTextureData();
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virtual F32 getMaxUCoord() const;
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virtual F32 getMaxVCoord() const;
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void reloadFromCache(); ///< Reloads texture from zombie cache, used by GFXGLTextureManager to resurrect the texture.
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#ifdef TORQUE_DEBUG
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virtual void pureVirtualCrash() {}
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#endif
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/// Get/set data from texture (for dynamic textures and render targets)
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/// @attention DO NOT READ FROM THE RETURNED RECT! It is not guaranteed to work and may incur significant performance penalties.
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virtual GFXLockedRect* lock(U32 mipLevel = 0, RectI *inRect = NULL);
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virtual void unlock(U32 mipLevel = 0 );
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virtual bool copyToBmp(GBitmap *); ///< Not implemented
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bool mIsNPoT2;
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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virtual const String describeSelf() const;
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private:
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friend class GFXGLTextureManager;
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typedef GFXTextureObject Parent;
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/// Internal GL object
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GLuint mHandle;
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GLuint mBuffer;
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GLenum mBinding;
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U32 mBytesPerTexel;
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GFXLockedRect mLockedRect;
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RectI mLockedRectRect;
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/// Pointer to owner device
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GFXGLDevice* mGLDevice;
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bool mIsZombie;
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U8* mZombieCache;
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void copyIntoCache();
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};
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#endif
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