BsTextureManager.h 6.6 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsTexture.h"
  6. #include "BsRenderTexture.h"
  7. #include "BsMultiRenderTexture.h"
  8. #include "BsModule.h"
  9. namespace BansheeEngine
  10. {
  11. /** @addtogroup Resources-Internal
  12. * @{
  13. */
  14. /**
  15. * Defines interface for creation of textures. Render systems provide their own implementations.
  16. *
  17. * @note Sim thread only.
  18. */
  19. class BS_CORE_EXPORT TextureManager : public Module<TextureManager>
  20. {
  21. public:
  22. virtual ~TextureManager() { }
  23. /** @copydoc Texture::create(TextureType, UINT32, UINT32, UINT32, int, PixelFormat, int, bool, UINT32, UINT32) */
  24. SPtr<Texture> createTexture(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  25. int numMips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false,
  26. UINT32 multisampleCount = 0, UINT32 numArraySlices = 1);
  27. /** @copydoc Texture::create(TextureType, UINT32, UINT32, int, PixelFormat, int, bool, UINT32, UINT32) */
  28. SPtr<Texture> createTexture(TextureType texType, UINT32 width, UINT32 height, int numMips,
  29. PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false, UINT32 multisampleCount = 0,
  30. UINT32 numArraySlices = 1)
  31. {
  32. return createTexture(texType, width, height, 1,
  33. numMips, format, usage, hwGammaCorrection, multisampleCount, numArraySlices);
  34. }
  35. /** @copydoc Texture::create(const SPtr<PixelData>&, int, bool) */
  36. SPtr<Texture> createTexture(const SPtr<PixelData>& pixelData, int usage = TU_DEFAULT, bool hwGammaCorrection = false);
  37. /**
  38. * Creates a completely empty and uninitialized Texture.
  39. *
  40. * @note
  41. * Internal method. Should only be used for very specific purposes, like deserialization, as it requires additional
  42. * manual initialization that is not required normally.
  43. */
  44. SPtr<Texture> _createEmpty();
  45. /**
  46. * Creates a new RenderTexture and automatically generates a color surface and (optionally) a depth/stencil surface.
  47. *
  48. * @param[in] textureType Type of the texture.
  49. * @param[in] width Width of the texture in pixels.
  50. * @param[in] height Height of the texture in pixels.
  51. * @param[in] format Format of the pixels.
  52. * @param[in] hwGamma If true, any color data will be gamma corrected before being written into the
  53. * texture.
  54. * @param[in] multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
  55. * @param[in] createDepth Determines will a depth/stencil buffer of the same size as the color buffer be
  56. * created for the render texture.
  57. * @param[in] depthStencilFormat Format of the depth/stencil buffer if enabled.
  58. */
  59. virtual SPtr<RenderTexture> createRenderTexture(TextureType textureType, UINT32 width, UINT32 height,
  60. PixelFormat format = PF_R8G8B8A8, bool hwGamma = false, UINT32 multisampleCount = 0,
  61. bool createDepth = true, PixelFormat depthStencilFormat = PF_D24S8);
  62. /** Creates a RenderTexture using the description struct. */
  63. virtual SPtr<RenderTexture> createRenderTexture(const RENDER_TEXTURE_DESC& desc);
  64. /**
  65. * Creates a new multi render texture. You may use this type of texture to render to multiple output textures at
  66. * once.
  67. */
  68. virtual SPtr<MultiRenderTexture> createMultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC& desc);
  69. /**
  70. * Gets the format which will be natively used for a requested format given the constraints of the current device.
  71. *
  72. * @note Thread safe.
  73. */
  74. virtual PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma) = 0;
  75. protected:
  76. /**
  77. * Creates an empty and uninitialized render texture of a specific type. This is to be implemented by render
  78. * systems with their own implementations.
  79. */
  80. virtual SPtr<RenderTexture> createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc) = 0;
  81. /**
  82. * Creates an empty and uninitialized multi render texture of a specific type. This is to be implemented by render
  83. * systems with their own implementations.
  84. */
  85. virtual SPtr<MultiRenderTexture> createMultiRenderTextureImpl(const MULTI_RENDER_TEXTURE_DESC& desc) = 0;
  86. mutable HTexture mDummyTexture;
  87. };
  88. /**
  89. * Defines interface for creation of textures. Render systems provide their own implementations.
  90. *
  91. * @note Core thread only.
  92. */
  93. class BS_CORE_EXPORT TextureCoreManager : public Module<TextureCoreManager>
  94. {
  95. public:
  96. virtual ~TextureCoreManager() { }
  97. /** @copydoc Module::onStartUp */
  98. void onStartUp() override;
  99. /** @copydoc Module::onShutDown */
  100. void onShutDown() override;
  101. /**
  102. * @copydoc TextureManager::createTexture(TextureType, UINT32, UINT32, UINT32, int, PixelFormat, int, bool, UINT32, UINT32)
  103. */
  104. SPtr<TextureCore> createTexture(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  105. int numMips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false,
  106. UINT32 multisampleCount = 0, UINT32 numArraySlices = 1);
  107. /** @copydoc TextureManager::createRenderTexture(const RENDER_TEXTURE_DESC&) */
  108. SPtr<RenderTextureCore> createRenderTexture(const RENDER_TEXTURE_CORE_DESC& desc);
  109. /** @copydoc TextureManager::createMultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC&) */
  110. SPtr<MultiRenderTextureCore> createMultiRenderTexture(const MULTI_RENDER_TEXTURE_CORE_DESC& desc);
  111. protected:
  112. friend class Texture;
  113. friend class TextureCore;
  114. friend class RenderTexture;
  115. friend class MultiRenderTexture;
  116. /**
  117. * Creates an empty and uninitialized texture of a specific type. This is to be implemented by render systems with
  118. * their own implementations.
  119. */
  120. virtual SPtr<TextureCore> createTextureInternal(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
  121. int numMips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false,
  122. UINT32 multisampleCount = 0, UINT32 numArraySlices = 1, const SPtr<PixelData>& initialData = nullptr) = 0;
  123. /** @copydoc TextureManager::createRenderTextureImpl */
  124. virtual SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_CORE_DESC& desc) = 0;
  125. /** @copydoc TextureManager::createMultiRenderTextureImpl */
  126. virtual SPtr<MultiRenderTextureCore> createMultiRenderTextureInternal(const MULTI_RENDER_TEXTURE_CORE_DESC& desc) = 0;
  127. };
  128. /** @} */
  129. }