mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
91 lines
3.2 KiB
C++
91 lines
3.2 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 _GFXD3D11TEXTUREOBJECT_H_
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#define _GFXD3D11TEXTUREOBJECT_H_
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/gfxTextureHandle.h"
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#include "gfx/gfxTextureManager.h"
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class GFXD3D11TextureObject : public GFXTextureObject
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{
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protected:
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static U32 mTexCount;
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GFXTexHandle mStagingTex;
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DXGI_MAPPED_RECT mLockRect;
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D3D11_BOX mLockBox;
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bool mLocked;
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U32 mLockedSubresource;
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ID3D11Resource *mD3DTexture;
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// used for z buffers...
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ID3D11Texture2D *mD3DSurface;
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ID3D11ShaderResourceView* mSRView; // for shader resource input
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ID3D11RenderTargetView* mRTView; // for render targets
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ID3D11DepthStencilView* mDSView; //render target view for depth stencil
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public:
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GFXD3D11TextureObject( GFXDevice * d, GFXTextureProfile *profile);
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~GFXD3D11TextureObject();
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ID3D11Resource* getResource(){ return mD3DTexture; }
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ID3D11Texture2D* get2DTex(){ return (ID3D11Texture2D*) mD3DTexture; }
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ID3D11Texture2D** get2DTexPtr(){ return (ID3D11Texture2D**) &mD3DTexture; }
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ID3D11Texture3D* get3DTex(){ return (ID3D11Texture3D*) mD3DTexture; }
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ID3D11Texture3D** get3DTexPtr(){ return (ID3D11Texture3D**) &mD3DTexture; }
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ID3D11ShaderResourceView* getSRView();
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ID3D11RenderTargetView* getRTView();
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ID3D11DepthStencilView* getDSView();
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ID3D11ShaderResourceView** getSRViewPtr();
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ID3D11RenderTargetView** getRTViewPtr();
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ID3D11DepthStencilView** getDSViewPtr();
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void release();
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bool isManaged; //setting to true tells this texture not to be released from being zombify
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virtual GFXLockedRect * lock(U32 mipLevel = 0, RectI *inRect = NULL);
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virtual void unlock(U32 mipLevel = 0 );
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virtual bool copyToBmp(GBitmap* bmp);
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ID3D11Texture2D* getSurface() {return mD3DSurface;}
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ID3D11Texture2D** getSurfacePtr() {return &mD3DSurface;}
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// GFXResource
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void zombify();
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void resurrect();
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#ifdef TORQUE_DEBUG
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virtual void pureVirtualCrash() {};
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#endif
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};
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#endif
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