/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2011 Torus Knot Software Ltd 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 __GLTEXTURE_H__ #define __GLTEXTURE_H__ #include "BsGLPrerequisites.h" #include "BsRenderTexture.h" #include "BsTexture.h" #include "BsGLSupport.h" #include "BsPixelBuffer.h" namespace BansheeEngine { class BS_RSGL_EXPORT GLTexture : public Texture { public: virtual ~GLTexture(); // Takes the engine texture type (1d/2d/3d/cube) and returns the appropriate GL one GLenum getGLTextureTarget(void) const; GLuint getGLID() const; /** Return hardware pixel buffer for a surface. This buffer can then be used to copy data from and to a particular level of the texture. @param face Face number, in case of a cubemap texture. Must be 0 for other types of textures. For cubemaps, this is one of +X (0), -X (1), +Y (2), -Y (3), +Z (4), -Z (5) @param mipmap Mipmap level. This goes from 0 for the first, largest mipmap level to getNumMipmaps()-1 for the smallest. @returns A shared pointer to a hardware pixel buffer @remarks The buffer is invalidated when the resource is unloaded or destroyed. Do not use it after the lifetime of the containing texture. */ std::shared_ptr getBuffer(UINT32 face, UINT32 mipmap); protected: friend class GLTextureManager; // Constructor GLTexture(GLSupport& support); /** * @copydoc Texture::initialize_internal() */ void initialize_internal(); /** * @copydoc Texture::destroy_internal() */ void destroy_internal(); /** * @copydoc Texture::lock */ PixelData lockImpl(GpuLockOptions options, UINT32 mipLevel = 0, UINT32 face = 0); /** * @copydoc Texture::unlock */ void unlockImpl(); /** * @copydoc Texture::copy */ void copyImpl(TexturePtr& target); /** * @copydoc Texture::readData */ void readData(PixelData& dest, UINT32 mipLevel = 0, UINT32 face = 0); /** * @copydoc Texture::writeData */ void writeData(const PixelData& src, UINT32 mipLevel = 0, UINT32 face = 0, bool discardWholeBuffer = false); /** internal method, create GLHardwarePixelBuffers for every face and mipmap level. This method must be called after the GL texture object was created, the number of mipmaps was set (GL_TEXTURE_MAX_LEVEL) and glTexImageXD was called to actually allocate the buffer */ void createSurfaceList(); private: GLuint mTextureID; GLSupport& mGLSupport; std::shared_ptr mLockedBuffer; /// Vector of pointers to subsurfaces typedef Vector> SurfaceList; SurfaceList mSurfaceList; }; typedef std::shared_ptr GLTexturePtr; } #endif // __GLTEXTURE_H__