mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
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
116 lines
3.9 KiB
C++
116 lines
3.9 KiB
C++
//-----------------------------------------------------------------------------
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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/tGL/tGL.h"
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#include "gfx/gfxStateBlock.h"
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#ifndef _MRECT_H_
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#include "math/mRect.h"
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#endif
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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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~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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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);
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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( U32 mip = 0);
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F32 getMaxUCoord() const override;
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F32 getMaxVCoord() const override;
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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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void pureVirtualCrash() override {}
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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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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 *) override; ///< Not implemented
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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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void generateMipMaps() override {};
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bool mIsNPoT2;
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// GFXResource interface
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void zombify() override;
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void resurrect() override;
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const String describeSelf() const override;
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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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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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bool mNeedInitSamplerState;
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GFXSamplerStateDesc mSampler;
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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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//FrameAllocator
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U32 mFrameAllocatorMark;
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#ifdef 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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