Torque3D Documentation / _generateds / gfxGLTextureTarget.h

gfxGLTextureTarget.h

Engine/source/gfx/gl/gfxGLTextureTarget.h

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Classes:

class

Render to texture support for OpenGL.

Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 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 _GFXGLTEXTURETARGET_H_
 25#define _GFXGLTEXTURETARGET_H_
 26
 27#include "gfx/gfxTarget.h"
 28#include "core/util/autoPtr.h"
 29
 30class GFXGLTextureObject;
 31class _GFXGLTargetDesc;
 32class _GFXGLTextureTargetImpl;
 33
 34/// Render to texture support for OpenGL.
 35/// This class needs to make a number of assumptions due to the requirements
 36/// and complexity of render to texture in OpenGL.
 37/// 1) This class is only guaranteed to work with 2D textures or cubemaps.  3D textures
 38/// may or may not work.
 39/// 2) This class does not currently support multiple texture targets.  Regardless
 40/// of how many targets you bind, only Color0 will be used.
 41/// 3) This class requires that the DepthStencil and Color0 targets have identical
 42/// dimensions.
 43/// 4) If the DepthStencil target is GFXTextureTarget::sDefaultStencil, then the
 44/// Color0 target should be the same size as the current backbuffer and should also
 45/// be the same format (typically R8G8B8A8)
 46class GFXGLTextureTarget : public GFXTextureTarget
 47{
 48public:
 49   GFXGLTextureTarget(bool genMips);
 50   virtual ~GFXGLTextureTarget();
 51
 52   virtual const Point2I getSize();
 53   virtual GFXFormat getFormat();
 54   virtual void attachTexture(RenderSlot slot, GFXTextureObject *tex, U32 mipLevel=0, U32 zOffset = 0);
 55   virtual void attachTexture(RenderSlot slot, GFXCubemap *tex, U32 face, U32 mipLevel=0);
 56   virtual void clearAttachments();
 57
 58   /// Functions to query internal state
 59   /// @{
 60   
 61   /// Returns the internal structure for the given slot.  This should only be called by our internal implementations.
 62   _GFXGLTargetDesc* getTargetDesc(RenderSlot slot) const;
 63
 64   /// @}
 65   
 66   void deactivate();
 67   void zombify();
 68   void resurrect();
 69   virtual const String describeSelf() const;
 70   
 71   virtual void resolve();
 72   
 73   virtual void resolveTo(GFXTextureObject* obj);
 74   
 75protected:
 76
 77   friend class GFXGLDevice;
 78
 79   /// The callback used to get texture events.
 80   /// @see GFXTextureManager::addEventDelegate
 81   void _onTextureEvent( GFXTexCallbackCode code );
 82   
 83   /// Pointer to our internal implementation
 84   AutoPtr<_GFXGLTextureTargetImpl> _impl;
 85
 86   /// Array of _GFXGLTargetDesc's, an internal struct used to keep track of texture data.
 87   AutoPtr<_GFXGLTargetDesc> mTargets[MaxRenderSlotId];
 88
 89   /// These redirect to our internal implementation
 90   /// @{
 91   
 92   void applyState();
 93   void makeActive();
 94   
 95   /// @}
 96
 97   //copy FBO
 98   GLuint mCopyFboSrc, mCopyFboDst;
 99
100};
101
102#endif
103