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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