/* ----------------------------------------------------------------------------- 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 __HardwarePixelBuffer__ #define __HardwarePixelBuffer__ // Precompiler options #include "CmPrerequisites.h" #include "CmHardwareBuffer.h" #include "CmPixelUtil.h" namespace CamelotFramework { /** \addtogroup Core * @{ */ /** \addtogroup RenderSystem * @{ */ /** Specialisation of HardwareBuffer for a pixel buffer. The HardwarePixelbuffer abstracts an 1D, 2D or 3D quantity of pixels stored by the rendering API. The buffer can be located on the card or in main memory depending on its usage. One mipmap level of a texture is an example of a HardwarePixelBuffer. */ class CM_EXPORT PixelBuffer : public HardwareBuffer { protected: // Extents UINT32 mWidth, mHeight, mDepth; // Pitches (offsets between rows and slices) UINT32 mRowPitch, mSlicePitch; // Internal format PixelFormat mFormat; // Currently locked region (local coords) PixelData mCurrentLock; // The current locked box of this surface (entire surface coords) PixelVolume mLockedBox; /// Internal implementation of lock(), must be overridden in subclasses virtual PixelData lockImpl(const PixelVolume lockBox, GpuLockOptions options) = 0; /// Internal implementation of lock(), do not OVERRIDE or CALL this /// for HardwarePixelBuffer implementations, but override the previous method virtual void* lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options); friend class RenderTexture; public: /// Should be called by HardwareBufferManager PixelBuffer(UINT32 mWidth, UINT32 mHeight, UINT32 mDepth, PixelFormat mFormat, GpuBufferUsage usage, bool useSystemMemory); ~PixelBuffer(); /** make every lock method from HardwareBuffer available. See http://www.research.att.com/~bs/bs_faq2.html#overloadderived */ using HardwareBuffer::lock; /** Lock the buffer for (potentially) reading / writing. @param lockBox Region of the buffer to lock @param options Locking options @returns PixelBox containing the locked region, the pitches and the pixel format */ virtual const PixelData& lock(const PixelVolume& lockBox, GpuLockOptions options); /// @copydoc HardwareBuffer::lock virtual void* lock(UINT32 offset, UINT32 length, GpuLockOptions options); /** Get the current locked region. This is the same value as returned by lock(const Image::Box, LockOptions) @returns PixelBox containing the locked region */ const PixelData& getCurrentLock(); /// @copydoc HardwareBuffer::readData virtual void readData(UINT32 offset, UINT32 length, void* pDest); /// @copydoc HardwareBuffer::writeData virtual void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal); /// Gets the width of this buffer UINT32 getWidth() const { return mWidth; } /// Gets the height of this buffer UINT32 getHeight() const { return mHeight; } /// Gets the depth of this buffer UINT32 getDepth() const { return mDepth; } /// Gets the native pixel format of this buffer PixelFormat getFormat() const { return mFormat; } }; /** @} */ } #endif