Torque3D/Engine/source/gfx/D3D9/gfxD3D9TextureObject.h
2012-09-19 11:15:01 -04:00

81 lines
2.7 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 _GFXD3D9TEXTUREOBJECT_H_
#define _GFXD3D9TEXTUREOBJECT_H_
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
#ifndef _GFXTEXTUREMANAGER_H_
#include "gfx/gfxTextureManager.h"
#endif
class GFXD3D9TextureObject : public GFXTextureObject
{
protected:
static U32 mTexCount;
GFXTexHandle mLockTex;
D3DLOCKED_RECT mLockRect;
bool mLocked;
IDirect3DBaseTexture9 *mD3DTexture;
// used for z buffers...
IDirect3DSurface9 *mD3DSurface;
public:
GFXD3D9TextureObject( GFXDevice * d, GFXTextureProfile *profile);
~GFXD3D9TextureObject();
IDirect3DBaseTexture9 * getTex(){ return mD3DTexture; }
IDirect3DTexture9 * get2DTex(){ return (LPDIRECT3DTEXTURE9) mD3DTexture; }
IDirect3DTexture9 ** get2DTexPtr(){ return (LPDIRECT3DTEXTURE9*) &mD3DTexture; }
IDirect3DVolumeTexture9 * get3DTex(){ return (LPDIRECT3DVOLUMETEXTURE9) mD3DTexture; }
IDirect3DVolumeTexture9 ** get3DTexPtr(){ return (LPDIRECT3DVOLUMETEXTURE9*) &mD3DTexture; }
void release();
bool isManaged;
virtual GFXLockedRect * lock(U32 mipLevel = 0, RectI *inRect = NULL);
virtual void unlock(U32 mipLevel = 0 );
virtual bool copyToBmp(GBitmap* bmp);
IDirect3DSurface9 *getSurface() {return mD3DSurface;}
IDirect3DSurface9 **getSurfacePtr() {return &mD3DSurface;}
// GFXResource
void zombify();
void resurrect();
#ifdef TORQUE_DEBUG
virtual void pureVirtualCrash() {};
#endif
};
#endif