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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_RESOURCE_TEXTURE_2D_H
#define QT3DS_RENDER_RESOURCE_TEXTURE_2D_H
#include "Qt3DSRender.h"
#include "render/Qt3DSRenderContext.h"
#include "render/Qt3DSRenderTexture2D.h"
#include "render/Qt3DSRenderTexture2DArray.h"
#include "Qt3DSRenderResourceManager.h"
namespace qt3ds {
namespace render {
class CResourceTexture2D
{
protected:
IResourceManager &m_ResourceManager;
NVRenderTexture2D *m_Texture;
STextureDetails m_TextureDetails;
public:
CResourceTexture2D(IResourceManager &mgr, NVRenderTexture2D *inTexture = NULL);
// create and allocate the texture right away.
CResourceTexture2D(IResourceManager &mgr, QT3DSU32 width, QT3DSU32 height,
NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1);
~CResourceTexture2D();
// Returns true if the texture matches the specs, false if the texture needs to be
// reallocated
bool TextureMatches(QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat,
QT3DSU32 inSamples = 1);
// Returns true if the texture was allocated, false if nothing changed (no allocation).
// Note this is the exact opposite of TextureMatches.
bool EnsureTexture(QT3DSU32 width, QT3DSU32 height, NVRenderTextureFormats::Enum inFormat,
QT3DSU32 inSamples = 1);
// Force release the texture.
void ReleaseTexture();
NVRenderTexture2D &operator*()
{
QT3DS_ASSERT(m_Texture);
return *m_Texture;
}
NVRenderTexture2D *operator->()
{
QT3DS_ASSERT(m_Texture);
return m_Texture;
}
operator NVRenderTexture2D *() { return m_Texture; }
NVRenderTexture2D *GetTexture() { return m_Texture; }
void ForgetTexture();
// Enforces single ownership rules.
void StealTexture(CResourceTexture2D &inOther);
};
class CResourceTexture2DArray
{
protected:
IResourceManager &m_ResourceManager;
qt3ds::render::NVRenderTexture2DArray *m_Texture;
STextureDetails m_TextureDetails;
public:
CResourceTexture2DArray(IResourceManager &mgr);
// create and allocate the texture right away.
CResourceTexture2DArray(IResourceManager &mgr, QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices,
NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1);
~CResourceTexture2DArray();
// Returns true if the texture matches the specs, false if the texture needs to be
// reallocated
bool TextureMatches(QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices,
NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1);
// Returns true if the texture was allocated, false if nothing changed (no allocation).
// Note this is the exact opposite of TextureMatches.
bool EnsureTexture(QT3DSU32 width, QT3DSU32 height, QT3DSU32 slices,
NVRenderTextureFormats::Enum inFormat, QT3DSU32 inSamples = 1);
// Force release the texture.
void ReleaseTexture();
qt3ds::render::NVRenderTexture2DArray &operator*()
{
QT3DS_ASSERT(m_Texture);
return *m_Texture;
}
qt3ds::render::NVRenderTexture2DArray *operator->()
{
QT3DS_ASSERT(m_Texture);
return m_Texture;
}
operator qt3ds::render::NVRenderTexture2DArray *() { return m_Texture; }
qt3ds::render::NVRenderTexture2DArray *GetTexture() { return m_Texture; }
// Enforces single ownership rules.
void StealTexture(CResourceTexture2DArray &inOther);
};
}
}
#endif
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