gfxD3D11Cubemap.h
Engine/source/gfx/D3D11/gfxD3D11Cubemap.h
Classes:
class
class
Detailed Description
Public Variables
const U32 CubeFaces
const U32 MaxMipMaps
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2015 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GFXD3D11CUBEMAP_H_ 25#define _GFXD3D11CUBEMAP_H_ 26 27#include "gfx/D3D11/gfxD3D11Device.h" 28#include "gfx/gfxCubemap.h" 29#include "gfx/gfxResource.h" 30#include "gfx/gfxTarget.h" 31 32const U32 CubeFaces = 6; 33const U32 MaxMipMaps = 13; //todo this needs a proper static value somewhere to sync up with other classes like GBitmap 34 35class GFXD3D11Cubemap : public GFXCubemap 36{ 37public: 38 virtual void initStatic( GFXTexHandle *faces ); 39 virtual void initStatic( DDSFile *dds ); 40 virtual void initDynamic( U32 texSize, GFXFormat faceFormat = GFXFormatR8G8B8A8, U32 mipLevels = 0); 41 virtual void setToTexUnit( U32 tuNum ); 42 virtual U32 getSize() const { return mTexSize; } 43 virtual GFXFormat getFormat() const { return mFaceFormat; } 44 45 GFXD3D11Cubemap(); 46 virtual ~GFXD3D11Cubemap(); 47 48 // GFXResource interface 49 virtual void zombify(); 50 virtual void resurrect(); 51 52 virtual bool isInitialized() { return mTexture ? true : false; } 53 54 // Get functions 55 ID3D11ShaderResourceView* getSRView(); 56 ID3D11RenderTargetView* getRTView(U32 faceIdx, U32 mipIndex=0); 57 ID3D11DepthStencilView* getDSView(); 58 ID3D11Texture2D* get2DTex(); 59 60private: 61 62 friend class GFXD3D11TextureTarget; 63 friend class GFXD3D11Device; 64 65 ID3D11Texture2D* mTexture; 66 ID3D11ShaderResourceView* mSRView; // for shader resource input 67 ID3D11RenderTargetView* mRTView[CubeFaces][MaxMipMaps]; // for render targets, 6 faces of the cubemap 68 ID3D11DepthStencilView* mDSView; //render target view for depth stencil 69 70 bool mAutoGenMips; 71 bool mDynamic; 72 U32 mTexSize; 73 GFXFormat mFaceFormat; 74 75 void releaseSurfaces(); 76 77 /// The callback used to get texture events. 78 /// @see GFXTextureManager::addEventDelegate 79 void _onTextureEvent(GFXTexCallbackCode code); 80}; 81 82class GFXD3D11CubemapArray : public GFXCubemapArray 83{ 84public: 85 GFXD3D11CubemapArray(); 86 virtual ~GFXD3D11CubemapArray(); 87 virtual void init(GFXCubemapHandle *cubemaps, const U32 cubemapCount); 88 virtual void init(const U32 cubemapCount, const U32 cubemapFaceSize, const GFXFormat format); 89 virtual void updateTexture(const GFXCubemapHandle &cubemap, const U32 slot); 90 virtual void copyTo(GFXCubemapArray *pDstCubemap); 91 virtual void setToTexUnit(U32 tuNum); 92 93 ID3D11ShaderResourceView* getSRView() { return mSRView; } 94 ID3D11Texture2D* get2DTex() { return mTexture; } 95 96 // GFXResource interface 97 virtual void zombify(); 98 virtual void resurrect(); 99 100private: 101 friend class GFXD3D11TextureTarget; 102 friend class GFXD3D11Device; 103 104 ID3D11Texture2D *mTexture; 105 ID3D11ShaderResourceView* mSRView; // for shader resource input 106}; 107 108#endif 109