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- #include "BsTextureManager.h"
- #include "BsException.h"
- #include "BsPixelUtil.h"
- #include "BsMultiRenderTexture.h"
- #include "BsRenderSystem.h"
- namespace BansheeEngine
- {
- TexturePtr TextureManager::createTexture(TextureType texType, UINT32 width, UINT32 height, UINT32 depth, int numMipmaps,
- PixelFormat format, int usage, bool hwGamma, UINT32 multisampleCount)
- {
- TexturePtr ret = createTextureImpl();
- ret->_setThisPtr(ret);
- ret->initialize(texType, width, height, depth, static_cast<size_t>(numMipmaps), format, usage, hwGamma, multisampleCount);
- return ret;
- }
- TexturePtr TextureManager::_createEmpty()
- {
- TexturePtr texture = createTextureImpl();
- texture->_setThisPtr(texture);
- return texture;
- }
- RenderTexturePtr TextureManager::createRenderTexture(TextureType textureType, UINT32 width, UINT32 height,
- PixelFormat format, bool hwGamma, UINT32 multisampleCount,
- bool createDepth, PixelFormat depthStencilFormat)
- {
- TexturePtr texture = createTexture(textureType, width, height, 0, format, TU_RENDERTARGET, hwGamma, multisampleCount);
- TexturePtr depthStencil = nullptr;
- if(createDepth)
- {
- depthStencil = createTexture(TEX_TYPE_2D, width, height, 0, depthStencilFormat, TU_DEPTHSTENCIL, false, multisampleCount);
- }
- RENDER_TEXTURE_DESC desc;
- desc.colorSurface.texture = texture;
- desc.colorSurface.face = 0;
- desc.colorSurface.mipLevel = 0;
- desc.depthStencilSurface.texture = depthStencil;
- desc.depthStencilSurface.face = 0;
- desc.depthStencilSurface.mipLevel = 0;
- RenderTexturePtr newRT = createRenderTexture(desc);
- return newRT;
- }
- RenderTexturePtr TextureManager::createRenderTexture(const RENDER_TEXTURE_DESC& desc)
- {
- RenderTexturePtr newRT = createRenderTextureImpl(desc);
- newRT->_setThisPtr(newRT);
- newRT->initialize();
- return newRT;
- }
- MultiRenderTexturePtr TextureManager::createMultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC& desc)
- {
- MultiRenderTexturePtr newRT = createMultiRenderTextureImpl(desc);
- newRT->_setThisPtr(newRT);
- newRT->initialize();
- return newRT;
- }
- SPtr<RenderTextureCore> TextureCoreManager::createRenderTexture(const RENDER_TEXTURE_DESC& desc)
- {
- SPtr<RenderTextureCore> newRT = createRenderTextureInternal(desc);
- newRT->initialize();
- return newRT;
- }
- SPtr<MultiRenderTextureCore> TextureCoreManager::createMultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC& desc)
- {
- SPtr<MultiRenderTextureCore> newRT = createMultiRenderTextureInternal(desc);
- newRT->initialize();
- return newRT;
- }
- void TextureCoreManager::onStartUp()
- {
- // Internally this will call our createTextureImpl virtual method. But since this is guaranteed
- // to be the last class in the hierarchy, we can call a virtual method from constructor.
- mDummyTexture = Texture::create(TEX_TYPE_2D, 2, 2, 0, PF_R8G8B8A8);
- UINT32 subresourceIdx = mDummyTexture->mapToSubresourceIdx(0, 0);
- PixelDataPtr data = mDummyTexture->allocateSubresourceBuffer(subresourceIdx);
- data->setColorAt(Color::Red, 0, 0);
- data->setColorAt(Color::Red, 0, 1);
- data->setColorAt(Color::Red, 1, 0);
- data->setColorAt(Color::Red, 1, 1);
- AsyncOp op;
- data->_lock();
- RenderSystem::instance().writeSubresource(mDummyTexture.getInternalPtr(), mDummyTexture->mapToSubresourceIdx(0, 0), data, false, op);
- }
- }
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