mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
113 lines
4.1 KiB
C++
113 lines
4.1 KiB
C++
//-----------------------------------------------------------------------------
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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 _GFXD3D11TEXTUREOBJECT_H_
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#define _GFXD3D11TEXTUREOBJECT_H_
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/gfxTextureHandle.h"
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#include "gfx/gfxTextureManager.h"
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#include <wrl/client.h>
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using Microsoft::WRL::ComPtr;
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class GFXD3D11TextureObject : public GFXTextureObject
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{
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protected:
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static U32 mTexCount;
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GFXTexHandle mStagingTex;
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DXGI_MAPPED_RECT mLockRect;
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D3D11_BOX mLockBox;
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bool mLocked = false;
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U32 mLockedSubresource = 0;
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// Main GPU texture resource (2D / 3D / Cubemap)
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ComPtr<ID3D11Resource> mD3DTexture;
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// Used for Z-targets
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ComPtr<ID3D11Texture2D> mD3DSurface;
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// Views
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ComPtr<ID3D11ShaderResourceView> mSRView; // Shader resource
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ComPtr<ID3D11RenderTargetView> mRTView; // Render target
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ComPtr<ID3D11DepthStencilView> mDSView; // Depth stencil
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// Cubemap face render target views (optional)
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ComPtr<ID3D11RenderTargetView> mCubeRTV[6];
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public:
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GFXD3D11TextureObject( GFXDevice * d, GFXTextureProfile *profile, const U32 arraySize = 1);
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~GFXD3D11TextureObject();
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// Accessors
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ID3D11Resource* getResource() const { return mD3DTexture.Get(); }
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ID3D11Texture2D* get2DTex() const;
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ID3D11Texture3D* get3DTex() const;
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ID3D11Texture2D** get2DTexPtr();
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ID3D11Texture3D** get3DTexPtr();
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ID3D11ShaderResourceView* getSRView() const { return mSRView.Get(); }
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ID3D11RenderTargetView* getRTView() const { return mRTView.Get(); }
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ID3D11DepthStencilView* getDSView() const { return mDSView.Get(); }
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ID3D11ShaderResourceView** getSRViewPtr() { return mSRView.GetAddressOf(); }
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ID3D11RenderTargetView** getRTViewPtr() { return mRTView.GetAddressOf(); }
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ID3D11DepthStencilView** getDSViewPtr() { return mDSView.GetAddressOf(); }
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// Cubemap face RTV access (for render-to-cubemap)
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ID3D11RenderTargetView* getCubeFaceRTView(U32 face) const
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{
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AssertFatal(isCubeMap(), "Not a cubemap texture!");
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AssertFatal(face < 6, "Invalid cubemap face index!");
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return mCubeRTV[face].Get();
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}
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ID3D11RenderTargetView** getCubeFaceRTViewPtr(U32 face);
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void release();
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bool isManaged; //setting to true tells this texture not to be released from being zombify
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GFXLockedRect* lock(U32 mipLevel = 0, RectI* inRect = NULL, U32 faceIndex = 0) override;
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void unlock(U32 mipLevel = 0, U32 faceIndex = 0) override;
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bool copyToBmp(GBitmap* bmp) override;
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void generateMipMaps() override;
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void updateTextureSlot(const GFXTexHandle& texHandle, const U32 slot, const S32 face = -1) override;
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void copyTo(GFXTextureObject* dstTex) override;
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ID3D11Texture2D* getSurface() {return mD3DSurface.Get();}
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ID3D11Texture2D** getSurfacePtr() {return mD3DSurface.GetAddressOf();}
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// GFXResource
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void zombify() override;
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void resurrect() override;
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#ifdef TORQUE_DEBUG
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void pureVirtualCrash() override {};
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#endif
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};
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#endif
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