Torque3D Documentation / _generateds / gfxD3D11TextureManager.h

gfxD3D11TextureManager.h

Engine/source/gfx/D3D11/gfxD3D11TextureManager.h

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Detailed Description

 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 _GFXD3DTEXTUREMANAGER_H_
25#define _GFXD3DTEXTUREMANAGER_H_
26
27#include "gfx/D3D11/gfxD3D11TextureObject.h"
28#include "core/util/safeRelease.h"
29
30class GFXD3D11TextureManager : public GFXTextureManager 
31{
32   friend class GFXD3D11TextureObject;
33
34public:
35   GFXD3D11TextureManager();
36   virtual ~GFXD3D11TextureManager();
37   void createResourceView(U32 height, U32 width, U32 depth, DXGI_FORMAT format, U32 numMipLevels,U32 usageFlags, GFXTextureObject *inTex);
38protected:
39
40   // GFXTextureManager
41   GFXTextureObject *_createTextureObject(   U32 height, 
42                                             U32 width,
43                                             U32 depth,
44                                             GFXFormat format,
45                                             GFXTextureProfile *profile,
46                                             U32 numMipLevels,
47                                             bool forceMips = false,
48                                             S32 antialiasLevel = 0,
49                                             GFXTextureObject *inTex = NULL );
50   
51   bool _loadTexture(GFXTextureObject *texture, DDSFile *dds);
52   bool _loadTexture(GFXTextureObject *texture, GBitmap *bmp);
53   bool _loadTexture(GFXTextureObject *texture, void *raw);
54   bool _refreshTexture(GFXTextureObject *texture);
55   bool _freeTexture(GFXTextureObject *texture, bool zombify = false);
56   
57private:
58   U32 mCurTexSet[GFX_TEXTURE_STAGE_COUNT];
59
60   void _innerCreateTexture(GFXD3D11TextureObject *obj, U32 height, U32 width, U32 depth, GFXFormat format, GFXTextureProfile *profile, U32 numMipLevels, bool forceMips = false, S32 antialiasLevel = 0);
61};
62
63#endif
64