/* ** 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 class GLRenderDevice; class GLTexture : public Texture { public: GLTexture(); ~GLTexture(); void Finalize(); void Set2DImage(int width, int height) override; void SetCubeImage(int size) override; bool SetPixels(GLRenderDevice* device, const void* data); bool SetCubePixels(GLRenderDevice* device, CubeMapFace face, const void* data); bool IsCubeTexture() const { return mCubeTexture; } int GetWidth() const { return mWidth; } int GetHeight() const { return mHeight; } bool IsTextureCreated() const { return mTexture; } void Invalidate(); GLuint GetTexture(GLRenderDevice* device); GLuint GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer); GLuint GetPBO(GLRenderDevice* device); GLRenderDevice* Device = nullptr; std::list::iterator ItTexture; private: int mWidth = 0; int mHeight = 0; bool mCubeTexture = false; bool mPBOTexture = false; GLuint mTexture = 0; GLuint mFramebuffer = 0; GLuint mDepthRenderbuffer = 0; GLuint mPBO = 0; };