//----------------------------------------------------------------------------- // 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 _GFXGLTEXTUREOBJECT_H #define _GFXGLTEXTUREOBJECT_H #include "gfx/gfxTextureObject.h" #include "gfx/gl/tGL/tGL.h" #include "gfx/gfxStateBlock.h" class GFXGLDevice; class GFXGLTextureObject : public GFXTextureObject { public: GFXGLTextureObject(GFXDevice * aDevice, GFXTextureProfile *profile); ~GFXGLTextureObject(); void release(); void reInit(); inline GLuint getHandle() const { return mHandle; } inline GLenum getBinding() const { return mBinding; } inline GLuint getBuffer() const { return mBuffer; } inline bool isZombie() const { return mIsZombie; } /// Binds the texture to the given texture unit /// and applies the current sampler state because GL tracks /// filtering and wrapper per object, while GFX tracks per sampler. void bind(U32 textureUnit); /// @return An array containing the texture data /// @note You are responsible for deleting the returned data! (Use delete[]) U8* getTextureData( U32 mip = 0); virtual F32 getMaxUCoord() const; virtual F32 getMaxVCoord() const; void reloadFromCache(); ///< Reloads texture from zombie cache, used by GFXGLTextureManager to resurrect the texture. #ifdef TORQUE_DEBUG virtual void pureVirtualCrash() {} #endif /// Get/set data from texture (for dynamic textures and render targets) /// @attention DO NOT READ FROM THE RETURNED RECT! It is not guaranteed to work and may incur significant performance penalties. virtual GFXLockedRect* lock(U32 mipLevel = 0, RectI *inRect = NULL); virtual void unlock(U32 mipLevel = 0 ); virtual bool copyToBmp(GBitmap *); ///< Not implemented bool mIsNPoT2; // GFXResource interface virtual void zombify(); virtual void resurrect(); virtual const String describeSelf() const; void initSamplerState(const GFXSamplerStateDesc &ssd); private: friend class GFXGLTextureManager; typedef GFXTextureObject Parent; /// Internal GL object GLuint mHandle; GLuint mBuffer; bool mNeedInitSamplerState; GFXSamplerStateDesc mSampler; GLenum mBinding; U32 mBytesPerTexel; GFXLockedRect mLockedRect; RectI mLockedRectRect; /// Pointer to owner device GFXGLDevice* mGLDevice; bool mIsZombie; U8* mZombieCache; void copyIntoCache(); //FrameAllocator U32 mFrameAllocatorMark; #ifdef TORQUE_DEBUG U32 mFrameAllocatorMarkGuard; #endif U8 *mFrameAllocatorPtr; }; #endif