//----------------------------------------------------------------------------- // 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; class GFXD3D11Cubemap : public GFXCubemap { public: virtual void initStatic( GFXTexHandle *faces ); virtual void initStatic( DDSFile *dds ); virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8 ); 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); ID3D11RenderTargetView** getRTViewArray(); ID3D11DepthStencilView* getDSView(); ID3D11Texture2D* get2DTex(); private: friend class GFXD3D11TextureTarget; friend class GFXD3D11Device; ID3D11Texture2D* mTexture; ID3D11ShaderResourceView* mSRView; // for shader resource input ID3D11RenderTargetView* mRTView[CubeFaces]; // 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); }; #endif