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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 _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
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