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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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71 lines
2.2 KiB
C++
71 lines
2.2 KiB
C++
/*
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** BuilderNative Renderer
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** Copyright (c) 2019 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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*/
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#pragma once
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#include "../Backend.h"
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#include <list>
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class GLRenderDevice;
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class GLTexture : public Texture
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{
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public:
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GLTexture();
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~GLTexture();
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void Finalize();
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void Set2DImage(int width, int height, PixelFormat format) override;
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void SetCubeImage(int size, PixelFormat format) override;
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bool SetPixels(GLRenderDevice* device, const void* data);
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bool SetCubePixels(GLRenderDevice* device, CubeMapFace face, const void* data);
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bool IsCubeTexture() const { return mCubeTexture; }
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int GetWidth() const { return mWidth; }
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int GetHeight() const { return mHeight; }
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bool IsTextureCreated() const { return mTexture; }
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void Invalidate();
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GLuint GetTexture(GLRenderDevice* device);
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GLuint GetFramebuffer(GLRenderDevice* device, bool usedepthbuffer);
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GLuint GetPBO(GLRenderDevice* device);
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GLRenderDevice* Device = nullptr;
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std::list<GLTexture*>::iterator ItTexture;
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private:
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static GLint ToInternalFormat(PixelFormat format);
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static GLenum ToDataFormat(PixelFormat format);
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static GLenum ToDataType(PixelFormat format);
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int mWidth = 0;
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int mHeight = 0;
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PixelFormat mFormat = {};
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bool mCubeTexture = false;
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bool mPBOTexture = false;
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GLuint mTexture = 0;
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GLuint mFramebuffer = 0;
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GLuint mDepthRenderbuffer = 0;
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GLuint mPBO = 0;
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};
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