6e8fbca745
match the genesis editor version 1.3.0.653.
162 lines
5.6 KiB
C++
162 lines
5.6 KiB
C++
/****************************************************************************
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Copyright (c) 2007, Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef _TEXTURED3D9_H_
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#define _TEXTURED3D9_H_
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#include "rendersystem/base/Texture.h"
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namespace D3D9
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{
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using namespace RenderBase;
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class TextureD3D9 : public Texture
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{
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__DeclareSubClass(TextureD3D9,Texture)
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public:
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TextureD3D9();
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virtual ~TextureD3D9();
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/// unload the resource, or cancel the pending load
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void Unload();
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/// map a texture mip level for CPU access
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bool Map(IndexT mipLevel, MapType mapType, MapInfo& outMapInfo);
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/// unmap texture after CPU access
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void Unmap(IndexT mipLevel);
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/// map a cube map face for CPU access
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bool MapCubeFace(CubeFace face, IndexT mipLevel, MapType mapType, MapInfo& outMapInfo);
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/// unmap cube map face after CPU access
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void UnmapCubeFace(CubeFace face, IndexT mipLevel);
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/// get d3d9 base texture pointer
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IDirect3DBaseTexture9* GetD3D9BaseTexture() const;
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/// get d3d9 texture pointer
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IDirect3DTexture9* GetD3D9Texture() const;
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/// get d3d9 cube texture pointer
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IDirect3DCubeTexture9* GetD3D9CubeTexture() const;
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/// get d3d9 volume texture pointer
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IDirect3DVolumeTexture9* GetD3D9VolumeTexture() const;
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/// setup from a IDirect3DTexture9
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void SetupFromD3D9Texture(IDirect3DTexture9* ptr, const bool setLoaded = true);
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/// setup from a IDirect3DCubeTexture
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void SetupFromD3D9CubeTexture(IDirect3DCubeTexture9* ptr, const bool setLoaded = true);
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/// setup from a IDirect3DVolumeTexture
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void SetupFromD3D9VolumeTexture(IDirect3DVolumeTexture9* ptr, const bool setLoaded = true);
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/// load Buffers;
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bool LoadBuffers();
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IDirect3DTexture9* _LoadNormBuffer(ubyte* src, SizeT size );
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IDirect3DTexture9* _LoadNormErrorBuffer();
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IDirect3DCubeTexture9* _LoadCubeBuffer(ubyte* src, SizeT size);
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IDirect3DCubeTexture9* _LoadCubeErrorBuffer();
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IDirect3DVolumeTexture9* _LoadVolumeBuffer(ubyte* src, SizeT size );
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IDirect3DVolumeTexture9* _LoadVolumeErrorBuffer();
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/// load from file
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bool LoadFileFromBuffers();
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D3DPOOL GetD3D9PoolType();
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///
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void UpdateTexture(UpdateFunction texUpdateFunc, void* tag);
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void UpdateTexture(GPtr<Texture> srcTex);
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void Setup(const GPtr<Texture>& srcTex);
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virtual void OnDeviceLost();
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virtual void OnDeviceReset();
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bool GetTextureData(ubyte* data) const;
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const SizeT GetTextureSize() const;
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void GenerateCubeMap(const TextureD3D9& texFront,const TextureD3D9& texBack,const TextureD3D9& texTop,const TextureD3D9& texUnder,const TextureD3D9& texLeft,const TextureD3D9& texRight);
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void GenerateCubeMapData( ubyte* srcData,const TextureD3D9& texFront,const TextureD3D9& texBack,const TextureD3D9& texTop,const TextureD3D9& texUnder,const TextureD3D9& texLeft,const TextureD3D9& texRight );
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protected:
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bool __GetNormalData(ubyte* data) const;
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void __GetCubeData(ubyte* data) const;
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IDirect3DBaseTexture9* d3d9BaseTexture;
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int mapCount;
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IDirect3DTexture9* d3d9Texture; // valid if type is Texture2D
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IDirect3DCubeTexture9* d3d9CubeTexture; // valid if type is TextureCube
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IDirect3DVolumeTexture9* d3d9VolumeTexture; // valid if type is Texture3D
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D3DPOOL d3dpoolType;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline IDirect3DBaseTexture9*
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TextureD3D9::GetD3D9BaseTexture() const
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{
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n_assert(0 != this->d3d9BaseTexture);
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n_assert(0 == this->mapCount);
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return this->d3d9BaseTexture;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline IDirect3DTexture9*
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TextureD3D9::GetD3D9Texture() const
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{
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// need to use QueryInterface()'d pointer under Win32
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n_assert(0 != this->d3d9Texture);
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return this->d3d9Texture;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline IDirect3DCubeTexture9*
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TextureD3D9::GetD3D9CubeTexture() const
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{
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// need to use QueryInterface()'d pointer under Win32
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n_assert(0 != this->d3d9CubeTexture);
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return this->d3d9CubeTexture;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline IDirect3DVolumeTexture9*
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TextureD3D9::GetD3D9VolumeTexture() const
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{
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// need to use QueryInterface()'d pointer under Win32
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n_assert(0 != this->d3d9VolumeTexture);
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return this->d3d9VolumeTexture;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline D3DPOOL TextureD3D9::GetD3D9PoolType()
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{
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return d3dpoolType;
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}
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}
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#endif |