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https://github.com/TorqueGameEngines/Torque3D.git
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Add OpenGL support.
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55 changed files with 2957 additions and 802 deletions
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@ -24,7 +24,8 @@
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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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#include "gfx/gl/tGL/tGL.h"
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#include "gfx/gfxStateBlock.h"
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class GFXGLDevice;
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@ -32,9 +33,10 @@ 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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~GFXGLTextureObject();
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void release();
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void reInit();
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inline GLuint getHandle() const { return mHandle; }
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inline GLenum getBinding() const { return mBinding; }
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@ -45,7 +47,7 @@ public:
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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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void bind(U32 textureUnit);
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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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@ -73,6 +75,8 @@ public:
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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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void initSamplerState(const GFXSamplerStateDesc &ssd);
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private:
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friend class GFXGLTextureManager;
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@ -80,7 +84,8 @@ private:
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/// Internal GL object
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GLuint mHandle;
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GLuint mBuffer;
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bool mNeedInitSamplerState;
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GFXSamplerStateDesc mSampler;
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GLenum mBinding;
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U32 mBytesPerTexel;
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@ -94,6 +99,13 @@ private:
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U8* mZombieCache;
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void copyIntoCache();
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//FrameAllocator
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U32 mFrameAllocatorMark;
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#if TORQUE_DEBUG
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U32 mFrameAllocatorMarkGuard;
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#endif
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U8 *mFrameAllocatorPtr;
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};
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#endif
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