#pragma once #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; }