mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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91 lines
3.4 KiB
C++
91 lines
3.4 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 _GFXGLCUBEMAP_H_
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#define _GFXGLCUBEMAP_H_
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#ifndef _GFXCUBEMAP_H_
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#include "gfx/gfxCubemap.h"
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#endif
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#ifndef __RESOURCE_H__
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#include "core/resource.h"
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#endif
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class GFXGLCubemap : public GFXCubemap
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{
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public:
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GFXGLCubemap();
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virtual ~GFXGLCubemap();
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virtual void initStatic( GFXTexHandle *faces );
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virtual void initStatic( DDSFile *dds );
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virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0);
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virtual U32 getSize() const { return mWidth; }
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virtual GFXFormat getFormat() const { return mFaceFormat; }
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// Convenience methods for GFXGLTextureTarget
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U32 getWidth() { return mWidth; }
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U32 getHeight() { return mHeight; }
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U32 getHandle() { return mCubemap; }
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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/// Called by texCB; this is to ensure that all textures have been resurrected before we attempt to res the cubemap.
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void tmResurrect();
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static GLenum getEnumForFaceNumber(U32 face) { return faceList[face]; } ///< Performs lookup to get a GLenum for the given face number
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protected:
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friend class GFXDevice;
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friend class GFXGLDevice;
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/// The callback used to get texture events.
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/// @see GFXTextureManager::addEventDelegate
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void _onTextureEvent( GFXTexCallbackCode code );
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GLuint mCubemap; ///< Internal GL handle
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U32 mDynamicTexSize; ///< Size of faces for a dynamic texture (used in resurrect)
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// Self explanatory
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U32 mWidth;
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U32 mHeight;
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GFXFormat mFaceFormat;
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GFXTexHandle mTextures[6]; ///< Keep refs to our textures for resurrection of static cubemaps
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/// The backing DDSFile uses to restore the faces
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/// when the surface is lost.
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Resource<DDSFile> mDDSFile;
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// should only be called by GFXDevice
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virtual void setToTexUnit( U32 tuNum ); ///< Binds the cubemap to the given texture unit
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virtual void bind(U32 textureUnit) const; ///< Notifies our owning device that we want to be set to the given texture unit (used for GL internal state tracking)
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void fillCubeTextures(GFXTexHandle* faces); ///< Copies the textures in faces into the cubemap
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static GLenum faceList[6]; ///< Lookup table
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};
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#endif
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