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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
63 lines
3 KiB
C++
63 lines
3 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 _GFXD3DTEXTUREMANAGER_H_
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#define _GFXD3DTEXTUREMANAGER_H_
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#include "gfx/D3D11/gfxD3D11TextureObject.h"
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#include "core/util/safeRelease.h"
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class GFXD3D11TextureManager : public GFXTextureManager
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{
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friend class GFXD3D11TextureObject;
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public:
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GFXD3D11TextureManager();
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virtual ~GFXD3D11TextureManager();
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void createResourceView(U32 height, U32 width, U32 depth, DXGI_FORMAT format, U32 numMipLevels,U32 usageFlags, GFXTextureObject *inTex);
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protected:
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// GFXTextureManager
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GFXTextureObject *_createTextureObject( U32 height,
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U32 width,
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U32 depth,
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GFXFormat format,
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GFXTextureProfile *profile,
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U32 numMipLevels,
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bool forceMips = false,
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S32 antialiasLevel = 0,
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U32 arraySize = 1,
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GFXTextureObject *inTex = NULL ) override;
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bool _loadTexture(GFXTextureObject *texture, DDSFile *dds) override;
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bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp) override;
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bool _loadTexture(GFXTextureObject *texture, void *raw) override;
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bool _refreshTexture(GFXTextureObject *texture) override;
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bool _freeTexture(GFXTextureObject *texture, bool zombify = false) override;
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private:
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U32 mCurTexSet[GFX_TEXTURE_STAGE_COUNT];
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void _innerCreateTexture(GFXD3D11TextureObject *obj, U32 height, U32 width, U32 depth, GFXFormat format, GFXTextureProfile *profile, U32 numMipLevels, bool forceMips = false, S32 antialiasLevel = 0, U32 arraySize = 1);
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};
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#endif
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