UltimateZoneBuilder/Source/Native/OpenGL/GLTexture.h

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/*
** BuilderNative Renderer
** Copyright (c) 2019 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
*/
#pragma once
#include "../Backend.h"
#include <list>
class GLRenderDevice;
class GLTexture : public Texture
{
public:
GLTexture();
~GLTexture();
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void Finalize();
void Set2DImage(int width, int height, PixelFormat format) override;
void SetCubeImage(int size, PixelFormat format) override;
bool SetPixels(GLRenderDevice* device, const void* data);
bool SetCubePixels(GLRenderDevice* device, CubeMapFace face, const void* data);
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bool IsCubeTexture() const { return mCubeTexture; }
int GetWidth() const { return mWidth; }
int GetHeight() const { return mHeight; }
bool IsTextureCreated() const { return mTexture; }
void Invalidate();
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GLuint GetTexture(GLRenderDevice* device);
GLuint GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer);
GLuint GetPBO(GLRenderDevice* device);
GLRenderDevice* Device = nullptr;
std::list<GLTexture*>::iterator ItTexture;
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private:
static GLint ToInternalFormat(PixelFormat format);
static GLenum ToDataFormat(PixelFormat format);
static GLenum ToDataType(PixelFormat format);
int mWidth = 0;
int mHeight = 0;
PixelFormat mFormat = {};
bool mCubeTexture = false;
bool mPBOTexture = false;
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GLuint mTexture = 0;
GLuint mFramebuffer = 0;
GLuint mDepthRenderbuffer = 0;
GLuint mPBO = 0;
};