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- #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<GLPixelBuffer> 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<GLPixelBuffer> mLockedBuffer;
-
- /// Vector of pointers to subsurfaces
- typedef Vector<std::shared_ptr<GLPixelBuffer>> SurfaceList;
- SurfaceList mSurfaceList;
- };
- typedef std::shared_ptr<GLTexture> GLTexturePtr;
- }
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