mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
89 lines
2.8 KiB
C++
89 lines
2.8 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 _GFXTEXTUREARRAY_H_
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#define _GFXTEXTUREARRAY_H_
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#ifndef _REFBASE_H_
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#include "core/util/refBase.h"
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#endif
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#ifndef _GFXRESOURCE_H_
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#include "gfx/gfxResource.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfxEnums.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfxTextureHandle.h"
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#endif
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#include "core/util/tVector.h"
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class GFXTextureProfile;
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class GFXTextureObject;
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class GFXTextureArray : public StrongRefBase, public GFXResource
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{
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public:
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GFXTextureArray();
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virtual void init() = 0;
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virtual void set(U32 width, U32 height, U32 size, GFXFormat format, U32 mipLevels = 0);
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virtual bool fromTextureArray(const Vector<GFXTexHandle> &textureArray, U32 capacity = 0);
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virtual void setTexture(const GFXTexHandle &texture, U32 slot);
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virtual void setToTexUnit(U32 tuNum) = 0;
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// GFXResource interface
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virtual void zombify() = 0;
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virtual void resurrect() = 0;
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virtual void Release();
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virtual const String describeSelf() const;
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GFXFormat mFormat;
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bool mIsCompressed;
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U32 mWidth;
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U32 mHeight;
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U32 mArraySize;
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U32 mMipLevels;
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Vector<GFXTexHandle> mTextures;
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protected:
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virtual void _setTexture(const GFXTexHandle& texture, U32 slot) = 0;
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};
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/// A reference counted handle to a texture array resource.
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class GFXTextureArrayHandle : public StrongRefPtr<GFXTextureArray>
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{
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public:
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GFXTextureArrayHandle() {}
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GFXTextureArrayHandle(GFXTextureArray* textureArray) { StrongRefPtr<GFXTextureArray>::set(textureArray); }
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/// Releases the texture handle.
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void free() { StrongObjectRef::set(NULL); }
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};
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#endif // _GFXTEXTUREARRAY_H_
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