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Engine directory for ticket #1
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Engine/source/gfx/gl/gfxGLTextureTarget.h
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Engine/source/gfx/gl/gfxGLTextureTarget.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 _GFXGLTEXTURETARGET_H_
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#define _GFXGLTEXTURETARGET_H_
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#include "gfx/gfxTarget.h"
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#include "core/util/autoPtr.h"
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class GFXGLTextureObject;
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class _GFXGLTargetDesc;
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class _GFXGLTextureTargetImpl;
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/// Render to texture support for OpenGL.
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/// This class needs to make a number of assumptions due to the requirements
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/// and complexity of render to texture in OpenGL.
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/// 1) This class is only guaranteed to work with 2D textures or cubemaps. 3D textures
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/// may or may not work.
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/// 2) This class does not currently support multiple texture targets. Regardless
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/// of how many targets you bind, only Color0 will be used.
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/// 3) This class requires that the DepthStencil and Color0 targets have identical
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/// dimensions.
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/// 4) If the DepthStencil target is GFXTextureTarget::sDefaultStencil, then the
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/// Color0 target should be the same size as the current backbuffer and should also
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/// be the same format (typically R8G8B8A8)
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class GFXGLTextureTarget : public GFXTextureTarget
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{
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public:
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GFXGLTextureTarget();
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virtual ~GFXGLTextureTarget();
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virtual const Point2I getSize();
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virtual GFXFormat getFormat();
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virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
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virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
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virtual void clearAttachments();
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/// Functions to query internal state
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/// @{
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/// Returns the internal structure for the given slot. This should only be called by our internal implementations.
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_GFXGLTargetDesc* getTargetDesc(RenderSlot slot) const;
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/// @}
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void deactivate();
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void zombify();
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void resurrect();
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virtual const String describeSelf() const;
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virtual void resolve();
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virtual void resolveTo(GFXTextureObject* obj);
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protected:
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friend class GFXGLDevice;
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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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/// If true our implementation should use AUX buffers
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bool _needsAux;
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/// Pointer to our internal implementation
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AutoPtr<_GFXGLTextureTargetImpl> _impl;
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/// Array of _GFXGLTargetDesc's, an internal struct used to keep track of texture data.
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AutoPtr<_GFXGLTargetDesc> mTargets[MaxRenderSlotId];
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/// These redirect to our internal implementation
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/// @{
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void applyState();
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void makeActive();
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/// @}
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};
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#endif
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