doom3-bfg/neo/renderer/RenderTexture.h

84 lines
2.8 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __RENDERTEXTURE_H__
#define __RENDERTEXTURE_H__
/*
================================================================================================
Render Texture
================================================================================================
*/
#define CELL_GCM_INVALID_PITCH 64
/*
================================================
idRenderTexture holds both the color and depth images that are made
resident on the video hardware.
================================================
*/
class idRenderTexture
{
public:
idRenderTexture();
~idRenderTexture();
ID_INLINE int GetWidth() const
{
return ( colorImage != NULL ) ? colorImage->GetUploadWidth() : depthImage->GetUploadWidth();
}
ID_INLINE int GetHeight() const
{
return ( colorImage != NULL ) ? colorImage->GetUploadHeight() : depthImage->GetUploadHeight();
}
ID_INLINE idImage* GetColorImage() const
{
return colorImage;
}
ID_INLINE idImage* GetDepthImage() const
{
return depthImage;
}
void Resize( int width, int height );
void MakeCurrent( int level = 0, int side = 0 );
private:
idImage* colorImage;
idImage* depthImage;
int targetWidth;
int targetHeight;
};
#endif //!__RENDERTEXTURE_H__