Torque3D/Engine/source/gfx/D3D11/gfxD3D11Cubemap.h

102 lines
3.5 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 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 _GFXD3D11CUBEMAP_H_
#define _GFXD3D11CUBEMAP_H_
#include "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/gfxCubemap.h"
#include "gfx/gfxResource.h"
#include "gfx/gfxTarget.h"
const U32 CubeFaces = 6;
const U32 MaxMipMaps = 13; //todo this needs a proper static value somewhere to sync up with other classes like GBitmap
class GFXD3D11Cubemap : public GFXCubemap
{
public:
virtual void initStatic( GFXTexHandle *faces );
virtual void initStatic( DDSFile *dds );
virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0);
virtual void setToTexUnit( U32 tuNum );
virtual U32 getSize() const { return mTexSize; }
virtual GFXFormat getFormat() const { return mFaceFormat; }
GFXD3D11Cubemap();
virtual ~GFXD3D11Cubemap();
// GFXResource interface
virtual void zombify();
virtual void resurrect();
// Get functions
ID3D11ShaderResourceView* getSRView();
ID3D11RenderTargetView* getRTView(U32 faceIdx, U32 mipIndex=0);
ID3D11DepthStencilView* getDSView();
ID3D11Texture2D* get2DTex();
private:
friend class GFXD3D11TextureTarget;
friend class GFXD3D11Device;
ID3D11Texture2D* mTexture;
ID3D11ShaderResourceView* mSRView; // for shader resource input
ID3D11RenderTargetView* mRTView[CubeFaces][MaxMipMaps]; // for render targets, 6 faces of the cubemap
ID3D11DepthStencilView* mDSView; //render target view for depth stencil
bool mAutoGenMips;
bool mDynamic;
U32 mTexSize;
GFXFormat mFaceFormat;
void releaseSurfaces();
/// The callback used to get texture events.
/// @see GFXTextureManager::addEventDelegate
void _onTextureEvent(GFXTexCallbackCode code);
};
class GFXD3D11CubemapArray : public GFXCubemapArray
{
public:
GFXD3D11CubemapArray();
virtual ~GFXD3D11CubemapArray();
virtual void initStatic(GFXCubemapHandle *cubemaps, const U32 cubemapCount);
virtual void setToTexUnit(U32 tuNum);
ID3D11ShaderResourceView* getSRView() { return mSRView; }
ID3D11Texture2D* get2DTex() { return mTexture; }
// GFXResource interface
virtual void zombify();
virtual void resurrect();
private:
friend class GFXD3D11TextureTarget;
friend class GFXD3D11Device;
ID3D11Texture2D *mTexture;
ID3D11ShaderResourceView* mSRView; // for shader resource input
};
#endif