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https://gitea.wildfiregames.com/0ad/0ad
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88 lines
2.3 KiB
C++
88 lines
2.3 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_GL_TEXTURE
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#define INCLUDED_RENDERER_BACKEND_GL_TEXTURE
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#include "lib/ogl.h"
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#include "renderer/backend/Format.h"
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#include "renderer/backend/Sampler.h"
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#include <cstdint>
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namespace Renderer
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{
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namespace Backend
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{
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namespace GL
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{
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/**
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* Represents a low-level GL texture, encapsulates all properties initialization.
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*/
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class CTexture
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{
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public:
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enum class Type
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{
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TEXTURE_2D,
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TEXTURE_2D_MULTISAMPLE,
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TEXTURE_CUBE
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};
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~CTexture();
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// GL before 3.3 doesn't support sampler objects, so each texture should have
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// an own default sampler.
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static std::unique_ptr<CTexture> Create(const Type type, const Format format,
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const uint32_t width, const uint32_t height,
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const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount);
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// Shorthands for particular types.
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static std::unique_ptr<CTexture> Create2D(const Format format,
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const uint32_t width, const uint32_t height,
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const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount = 1, const uint32_t sampleCount = 1);
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GLuint GetHandle() const { return m_Handle; }
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Type GetType() const { return m_Type; }
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Format GetFormat() const { return m_Format; }
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uint32_t GetWidth() const { return m_Width; }
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uint32_t GetHeight() const { return m_Height; }
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uint32_t GetMIPLevelCount() const { return m_MIPLevelCount; }
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private:
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CTexture();
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GLuint m_Handle = 0;
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Type m_Type = Type::TEXTURE_2D;
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Format m_Format = Format::UNDEFINED;
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uint32_t m_Width = 0;
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uint32_t m_Height = 0;
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uint32_t m_MIPLevelCount = 0;
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};
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} // namespace GL
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_GL_TEXTURE
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