Torque3D/Engine/source/gfx/D3D9/gfxD3D9Cubemap.h
2012-09-19 11:15:01 -04:00

72 lines
2.6 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 _GFXD3D9CUBEMAP_H_
#define _GFXD3D9CUBEMAP_H_
#include "gfx/D3D9/gfxD3D9Device.h"
#include "gfx/gfxCubemap.h"
#include "gfx/gfxResource.h"
#include "gfx/gfxTarget.h"
//**************************************************************************
// Cube map
//**************************************************************************
class GFXD3D9Cubemap : public GFXCubemap
{
public:
virtual void initStatic( GFXTexHandle *faces );
virtual void initStatic( DDSFile *dds );
virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8 );
virtual void setToTexUnit( U32 tuNum );
virtual U32 getSize() const { return mTexSize; }
virtual GFXFormat getFormat() const { return mFaceFormat; }
GFXD3D9Cubemap();
virtual ~GFXD3D9Cubemap();
// GFXResource interface
virtual void zombify();
virtual void resurrect();
protected:
friend class GFXPCD3D9TextureTarget;
friend class GFX360TextureTarget;
friend class GFXD3D9Device;
LPDIRECT3DCUBETEXTURE9 mCubeTex;
static _D3DCUBEMAP_FACES faceList[6];
bool mDynamic;
U32 mTexSize;
GFXFormat mFaceFormat;
void fillCubeTextures( GFXTexHandle *faces, LPDIRECT3DDEVICE9 D3DDevice );
void releaseSurfaces();
/// The callback used to get texture events.
/// @see GFXTextureManager::addEventDelegate
void _onTextureEvent( GFXTexCallbackCode code );
};
#endif // GFXD3D9CUBEMAP