//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsGLPrerequisites.h" #include "BsGLTexture.h" #include "BsGLSupport.h" #include "BsTextureManager.h" namespace bs { /** @addtogroup GL * @{ */ /** Handles creation of OpenGL textures. */ class GLTextureManager : public TextureManager { public: GLTextureManager(ct::GLSupport& support); virtual ~GLTextureManager(); /** * Converts the provided format for the specified texture type and usage into a format that is supported by OpenGL. */ PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma) override; protected: /** @copydoc TextureManager::createRenderTextureImpl */ SPtr createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc) override; ct::GLSupport& mGLSupport; }; namespace ct { /** Handles creation of OpenGL textures. */ class GLTextureManager : public TextureManager { public: GLTextureManager(GLSupport& support); protected: /** @copydoc TextureManager::createTextureInternal */ SPtr createTextureInternal(const TEXTURE_DESC& desc, const SPtr& initialData = nullptr, GpuDeviceFlags deviceMask = GDF_DEFAULT) override; /** @copydoc TextureManager::createRenderTextureInternal */ SPtr createRenderTextureInternal(const RENDER_TEXTURE_DESC& desc, UINT32 deviceIdx = 0) override; GLSupport& mGLSupport; }; } /** @} */ }