Torque3D/Engine/source/gfx/gl/gfxGLTextureObject.h
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

112 lines
3.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GFXGLTEXTUREOBJECT_H
#define _GFXGLTEXTUREOBJECT_H
#include "gfx/gfxTextureObject.h"
#include "gfx/gl/tGL/tGL.h"
#include "gfx/gfxStateBlock.h"
class GFXGLDevice;
class GFXGLTextureObject : public GFXTextureObject
{
public:
GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile);
~GFXGLTextureObject();
void release();
void reInit();
inline GLuint getHandle() const { return mHandle; }
inline GLenum getBinding() const { return mBinding; }
inline GLuint getBuffer() const { return mBuffer; }
inline bool isZombie() const { return mIsZombie; }
/// Binds the texture to the given texture unit
/// and applies the current sampler state because GL tracks
/// filtering and wrapper per object, while GFX tracks per sampler.
void bind(U32 textureUnit);
/// @return An array containing the texture data
/// @note You are responsible for deleting the returned data! (Use delete[])
U8* getTextureData( U32 mip = 0);
F32 getMaxUCoord() const override;
F32 getMaxVCoord() const override;
void reloadFromCache(); ///< Reloads texture from zombie cache, used by GFXGLTextureManager to resurrect the texture.
#ifdef TORQUE_DEBUG
void pureVirtualCrash() override {}
#endif
/// Get/set data from texture (for dynamic textures and render targets)
/// @attention DO NOT READ FROM THE RETURNED RECT! It is not guaranteed to work and may incur significant performance penalties.
GFXLockedRect* lock(U32 mipLevel = 0, RectI *inRect = NULL) override;
void unlock(U32 mipLevel = 0 ) override;
bool copyToBmp(GBitmap *) override; ///< Not implemented
bool mIsNPoT2;
// GFXResource interface
void zombify() override;
void resurrect() override;
const String describeSelf() const override;
void initSamplerState(const GFXSamplerStateDesc &ssd);
private:
friend class GFXGLTextureManager;
typedef GFXTextureObject Parent;
/// Internal GL object
GLuint mHandle;
GLuint mBuffer;
bool mNeedInitSamplerState;
GFXSamplerStateDesc mSampler;
GLenum mBinding;
U32 mBytesPerTexel;
GFXLockedRect mLockedRect;
RectI mLockedRectRect;
/// Pointer to owner device
GFXGLDevice* mGLDevice;
bool mIsZombie;
U8* mZombieCache;
void copyIntoCache();
//FrameAllocator
U32 mFrameAllocatorMark;
#ifdef TORQUE_DEBUG
U32 mFrameAllocatorMarkGuard;
#endif
U8 *mFrameAllocatorPtr;
};
#endif