#pragma once #include "BsGLPrerequisites.h" #include "BsRenderTexture.h" #include "BsTexture.h" #include "BsGLSupport.h" #include "BsPixelBuffer.h" namespace BansheeEngine { /** * @brief OpenGL implementation of a texture. */ class BS_RSGL_EXPORT GLTexture : public Texture { public: virtual ~GLTexture(); /** * @brief Returns OpenGL texture target type */ GLenum getGLTextureTarget() const; /** * @brief Returns internal OpenGL texture handle. */ GLuint getGLID() const; /** * @brief Returns a hardware pixel buffer for a certain face and level of the texture. * * @param face Index of the texture face, if texture has more than one. Array index for * texture arrays and a cube face for cube textures. * @param mipmap Index of the mip level. 0 being the largest mip level. * * @note Cube face indices: +X (0), -X (1), +Y (2), -Y (3), +Z (4), -Z (5) */ std::shared_ptr getBuffer(UINT32 face, UINT32 mipmap); protected: friend class GLTextureManager; 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); /** * @brief Creates pixel buffers for each face and mip level. Texture must * have been created previously. */ void createSurfaceList(); private: GLuint mTextureID; GLSupport& mGLSupport; std::shared_ptr mLockedBuffer; Vector>mSurfaceList; }; typedef std::shared_ptr GLTexturePtr; }