//----------------------------------------------------------------------------- // 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 _GFXGLTEXTURETARGET_H_ #define _GFXGLTEXTURETARGET_H_ #include "gfx/gfxTarget.h" #include "core/util/autoPtr.h" class GFXGLTextureObject; class _GFXGLTargetDesc; class _GFXGLTextureTargetImpl; /// Render to texture support for OpenGL. /// This class needs to make a number of assumptions due to the requirements /// and complexity of render to texture in OpenGL. /// 1) This class is only guaranteed to work with 2D textures or cubemaps. 3D textures /// may or may not work. /// 2) This class does not currently support multiple texture targets. Regardless /// of how many targets you bind, only Color0 will be used. /// 3) This class requires that the DepthStencil and Color0 targets have identical /// dimensions. /// 4) If the DepthStencil target is GFXTextureTarget::sDefaultStencil, then the /// Color0 target should be the same size as the current backbuffer and should also /// be the same format (typically R8G8B8A8) class GFXGLTextureTarget : public GFXTextureTarget { public: GFXGLTextureTarget(bool genMips); virtual ~GFXGLTextureTarget(); virtual const Point2I getSize(); virtual GFXFormat getFormat(); virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0); virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0); virtual void clearAttachments(); /// Functions to query internal state /// @{ /// Returns the internal structure for the given slot. This should only be called by our internal implementations. _GFXGLTargetDesc* getTargetDesc(RenderSlot slot) const; /// @} void deactivate(); void zombify(); void resurrect(); virtual const String describeSelf() const; virtual void resolve(); virtual void resolveTo(GFXTextureObject* obj); protected: friend class GFXGLDevice; /// The callback used to get texture events. /// @see GFXTextureManager::addEventDelegate void _onTextureEvent( GFXTexCallbackCode code ); /// Pointer to our internal implementation AutoPtr<_GFXGLTextureTargetImpl> _impl; /// Array of _GFXGLTargetDesc's, an internal struct used to keep track of texture data. AutoPtr<_GFXGLTargetDesc> mTargets[MaxRenderSlotId]; /// These redirect to our internal implementation /// @{ void applyState(); void makeActive(); /// @} //copy FBO GLuint mCopyFboSrc, mCopyFboDst; }; #endif