// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #pragma once #include "../Container/Ptr.h" #include "../Graphics/RenderSurface.h" #include "../Graphics/Texture.h" namespace Atomic { class Deserializer; class Image; /// 2D texture array resource. class ATOMIC_API Texture2DArray : public Texture { ATOMIC_OBJECT(Texture2DArray, Texture) public: /// Construct. Texture2DArray(Context* context); /// Destruct. virtual ~Texture2DArray(); /// Register object factory. static void RegisterObject(Context* context); /// Load resource from stream. May be called from a worker thread. Return true if successful. virtual bool BeginLoad(Deserializer& source); /// Finish resource loading. Always called from the main thread. Return true if successful. virtual bool EndLoad(); /// Mark the GPU resource destroyed on context destruction. virtual void OnDeviceLost(); /// Recreate the GPU resource and restore data if applicable. virtual void OnDeviceReset(); /// Release the texture. virtual void Release(); /// Set the number of layers in the texture. To be used before SetData. void SetLayers(unsigned layers); /// Set layers, size, format and usage. Set layers to zero to leave them unchanged. Return true if successful. bool SetSize(unsigned layers, int width, int height, unsigned format, TextureUsage usage = TEXTURE_STATIC); /// Set data either partially or fully on a layer's mip level. Return true if successful. bool SetData(unsigned layer, unsigned level, int x, int y, int width, int height, const void* data); /// Set data of one layer from a stream. Return true if successful. bool SetData(unsigned layer, Deserializer& source); /// Set data of one layer from an image. Return true if successful. Optionally make a single channel image alpha-only. bool SetData(unsigned layer, Image* image, bool useAlpha = false); /// Return number of layers in the texture. unsigned GetLayers() const { return layers_; } /// Get data from a mip level. The destination buffer must be big enough. Return true if successful. bool GetData(unsigned layer, unsigned level, void* dest) const; /// Return render surface. RenderSurface* GetRenderSurface() const { return renderSurface_; } protected: /// Create the GPU texture. virtual bool Create(); private: /// Handle render surface update event. void HandleRenderSurfaceUpdate(StringHash eventType, VariantMap& eventData); /// Texture array layers number. unsigned layers_; /// Render surface. SharedPtr renderSurface_; /// Memory use per layer. PODVector layerMemoryUse_; /// Layer image files acquired during BeginLoad. Vector > loadImages_; /// Parameter file acquired during BeginLoad. SharedPtr loadParameters_; }; }