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- //-----------------------------------------------------------------------------
- // 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
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