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- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsTexture.h"
- #include "BsRenderTexture.h"
- #include "BsMultiRenderTexture.h"
- #include "BsModule.h"
- namespace BansheeEngine
- {
- /**
- * @brief Defines interface for creation of textures. Render systems
- * provide their own implementations.
- *
- * @note Sim thread only.
- */
- class BS_CORE_EXPORT TextureManager : public Module<TextureManager>
- {
- public:
- virtual ~TextureManager() { }
- /**
- * @copydoc Texture::create(TextureType, UINT32, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
- */
- TexturePtr createTexture(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
- int numMips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false,
- UINT32 multisampleCount = 0);
-
- /**
- * @copydoc Texture::create(TextureType, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
- */
- TexturePtr createTexture(TextureType texType, UINT32 width, UINT32 height, int numMips,
- PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false, UINT32 multisampleCount = 0)
- {
- return createTexture(texType, width, height, 1,
- numMips, format, usage, hwGammaCorrection, multisampleCount);
- }
- /**
- * @brief Creates a completely empty and uninitialized Texture.
- *
- * @note Internal method. Should only be used for very specific purposes, like deserialization,
- * as it requires additional manual initialization that is not required normally.
- */
- TexturePtr _createEmpty();
- /**
- * @brief Creates a new RenderTexture and automatically generates a color surface
- * and (optionally) a depth/stencil surface.
- *
- * @param texType Type of the texture.
- * @param width Width of the texture in pixels.
- * @param height Height of the texture in pixels.
- * @param format Format of the pixels.
- * @param hwGamma If true, any color data will be gamma corrected before being written
- * into the texture.
- * @param multisampleCount If higher than 1, texture containing multiple samples per pixel is created.
- * @param multisampleHint Hint about what kind of multisampling to use. Render system specific.
- * @param createDepth Determines will a depth/stencil buffer of the same size as the color buffer be created
- * for the render texture.
- * @param depthStencilFormat Format of the depth/stencil buffer if enabled.
- */
- virtual RenderTexturePtr createRenderTexture(TextureType textureType, UINT32 width, UINT32 height,
- PixelFormat format = PF_R8G8B8A8, bool hwGamma = false, UINT32 multisampleCount = 0,
- bool createDepth = true, PixelFormat depthStencilFormat = PF_D24S8);
- /**
- * @brief Creates a RenderTexture using the description struct.
- */
- virtual RenderTexturePtr createRenderTexture(const RENDER_TEXTURE_DESC& desc);
- /**
- * @brief Creates a new multi render texture. You may use this type of texture
- * to render to multiple output textures at once.
- */
- virtual MultiRenderTexturePtr createMultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC& desc);
- /**
- * @brief Gets the format which will be natively used for a requested format given the
- * constraints of the current device.
- *
- * @note Thread safe.
- */
- virtual PixelFormat getNativeFormat(TextureType ttype, PixelFormat format, int usage, bool hwGamma) = 0;
- protected:
- /**
- * @brief Creates an empty and uninitialized render texture of a specific type. This
- * is to be implemented by render systems with their own implementations.
- */
- virtual RenderTexturePtr createRenderTextureImpl(const RENDER_TEXTURE_DESC& desc) = 0;
- /**
- * @brief Creates an empty and uninitialized multi render texture of a specific type. This is
- * to be implemented by render systems with their own implementations.
- */
- virtual MultiRenderTexturePtr createMultiRenderTextureImpl(const MULTI_RENDER_TEXTURE_DESC& desc) = 0;
- };
- /**
- * @brief Defines interface for creation of textures. Render systems
- * provide their own implementations.
- *
- * @note Core thread only.
- */
- class BS_CORE_EXPORT TextureCoreManager : public Module<TextureCoreManager>
- {
- public:
- virtual ~TextureCoreManager() { }
- /**
- * @copydoc TextureManager::createTexture(TextureType, UINT32, UINT32, UINT32, int, PixelFormat, int, bool, UINT32)
- */
- SPtr<TextureCore> createTexture(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
- int numMips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false,
- UINT32 multisampleCount = 0);
- /**
- * @copydoc TextureManager::createRenderTexture(const RENDER_TEXTURE_DESC&)
- */
- SPtr<RenderTextureCore> createRenderTexture(const RENDER_TEXTURE_CORE_DESC& desc);
- /**
- * @copydoc TextureManager::createMultiRenderTexture(const MULTI_RENDER_TEXTURE_DESC&)
- */
- SPtr<MultiRenderTextureCore> createMultiRenderTexture(const MULTI_RENDER_TEXTURE_CORE_DESC& desc);
- protected:
- friend class Texture;
- friend class RenderTexture;
- friend class MultiRenderTexture;
- /**
- * @brief Creates an empty and uninitialized texture of a specific type. This is to be implemented
- * by render systems with their own implementations.
- */
- virtual SPtr<TextureCore> createTextureInternal(TextureType texType, UINT32 width, UINT32 height, UINT32 depth,
- int numMips, PixelFormat format, int usage = TU_DEFAULT, bool hwGammaCorrection = false,
- UINT32 multisampleCount = 0) = 0;
- /**
- * @copydoc TextureManager::createRenderTextureImpl
- */
- virtual SPtr<RenderTextureCore> createRenderTextureInternal(const RENDER_TEXTURE_CORE_DESC& desc) = 0;
- /**
- * @copydoc TextureManager::createMultiRenderTextureImpl
- */
- virtual SPtr<MultiRenderTextureCore> createMultiRenderTextureInternal(const MULTI_RENDER_TEXTURE_CORE_DESC& desc) = 0;
- };
- }
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