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