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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_RENDER_QT3DS_RENDER_TEXTURE_2D_H
+#define QT3DS_RENDER_QT3DS_RENDER_TEXTURE_2D_H
+#include "render/Qt3DSRenderBaseTypes.h"
+#include "foundation/Qt3DSRefCounted.h"
+#include "foundation/Qt3DSOption.h"
+#include "foundation/Qt3DSAtomic.h"
+#include "render/backends/Qt3DSRenderBackend.h"
+#include "render/Qt3DSRenderTextureBase.h"
+
+namespace qt3ds {
+namespace render {
+
+ class NVRenderContextImpl;
+ class NVRenderTextureSampler;
+
+ class NVRenderTexture2D : public NVRenderTextureBase, public NVRenderImplemented
+ {
+
+ private:
+ QT3DSU32 m_Width; ///< texture width
+ QT3DSU32 m_Height; ///< texture height
+
+ public:
+ /**
+ * @brief constructor
+ *
+ * @param[in] context Pointer to context
+ * @param[in] fnd Pointer to foundation
+ * @param[in] texTarget Texture target
+ *
+ * @return No return.
+ */
+ NVRenderTexture2D(
+ NVRenderContextImpl &context, NVFoundationBase &fnd,
+ NVRenderTextureTargetType::Enum texTarget = NVRenderTextureTargetType::Texture2D);
+
+ virtual ~NVRenderTexture2D();
+
+ // Get the texture details for mipmap level 0 if it was set.
+ STextureDetails GetTextureDetails() const override;
+
+ /**
+ * @brief Create GL texture object and upload data
+ *
+ * @param[in] newBuffer Texture data for level 0
+ * @param[in] inMipLevel Texture level count
+ * @param[in] width Texture width
+ * @param[in] height Texture height
+ * @param[in] format Texture data format
+ * @param[in] formaInternal Texture internal format
+ *
+ * @return No return.
+ */
+ virtual void SetTextureData(
+ NVDataRef<QT3DSU8> newBuffer, QT3DSU8 inMipLevel, QT3DSU32 width, QT3DSU32 height,
+ NVRenderTextureFormats::Enum format,
+ NVRenderTextureFormats::Enum formaInternal = NVRenderTextureFormats::Unknown);
+
+ /**
+ * @brief Create memory storage for a texture object
+ * This create a texture storage which is immutable in size and format
+ * Use this for textures used within compute shaders
+ *
+ * @param[in] inLevels Texture level count
+ * @param[in] width Texture width
+ * @param[in] height Texture height
+ * @param[in] formaInternal Texture internal format
+ * @param[in] format Texture data format of dataBuffer
+ * @param[in] dataBuffer Texture data for level 0
+ *
+ * @return No return.
+ */
+ virtual void
+ SetTextureStorage(QT3DSU32 inLevels, QT3DSU32 width, QT3DSU32 height,
+ NVRenderTextureFormats::Enum formaInternal,
+ NVRenderTextureFormats::Enum format = NVRenderTextureFormats::Unknown,
+ NVDataRef<QT3DSU8> dataBuffer = NVDataRef<QT3DSU8>());
+
+ virtual void SetTextureDataMultisample(QT3DSU32 sampleCount, QT3DSU32 width, QT3DSU32 height,
+ NVRenderTextureFormats::Enum format);
+
+ bool IsMultisampleTexture() const override
+ {
+ return (m_TexTarget == NVRenderTextureTargetType::Texture2D_MS);
+ }
+ QT3DSU32 GetSampleCount() const override { return m_SampleCount; }
+ bool IsImmutableTexture() const override { return m_Immutable; }
+
+ // Update a sub-rect of the image. newBuffer is expected to be a continguous subrect of the
+ // image.
+ virtual void SetTextureSubData(NVDataRef<QT3DSU8> newBuffer, QT3DSU8 inMipLevel, QT3DSU32 inXOffset,
+ QT3DSU32 inYOffset, QT3DSU32 inSubImageWidth,
+ QT3DSU32 inSubImageHeight, NVRenderTextureFormats::Enum format);
+ // Generate a set of mipmaps from mipLevel( 0 ). Uses the graphis layer to do this if
+ // possible
+ // glGenerateMipmap
+ virtual void GenerateMipmaps(NVRenderHint::Enum genType = NVRenderHint::Nicest);
+
+ /**
+ * @brief Bind a texture for shader access
+ *
+ *
+ * @return No return.
+ */
+ void Bind() override;
+
+ QT3DSU32 GetNumMipmaps() override { return m_MaxMipLevel; }
+
+ /**
+ * @brief Query if texture needs coordinate swizzle
+ *
+ * @return texture swizzle mode
+ */
+ NVRenderTextureSwizzleMode::Enum GetTextureSwizzleMode() override
+ {
+ // if our backend supports hardware texture swizzle then there is no need for a shader
+ // swizzle
+ return (m_Backend->GetRenderBackendCap(
+ NVRenderBackend::NVRenderBackendCaps::TexSwizzle))
+ ? NVRenderTextureSwizzleMode::NoSwizzle
+ : m_Backend->GetTextureSwizzleMode(m_Format);
+ }
+
+ // this will be obsolete
+ const void *GetImplementationHandle() const override
+ {
+ return reinterpret_cast<void *>(m_TextureHandle);
+ }
+
+ static NVRenderTexture2D *Create(NVRenderContextImpl &context);
+ };
+}
+}
+
+#endif