1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137
|
/***********************************************************************
filename: CEGUIDirect3D10Texture.h
created: Sat Mar 7 2009
author: Paul D Turner (parts based on code by Rajko Stojadinovic)
*************************************************************************/
/***************************************************************************
* Copyright (C) 2004 - 2009 Paul D Turner & The CEGUI Development Team
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
***************************************************************************/
#ifndef _CEGUIDirect3D10Texture_h_
#define _CEGUIDirect3D10Texture_h_
#include "../../CEGUITexture.h"
#include "CEGUIDirect3D10Renderer.h"
#include "../../CEGUISize.h"
#include "../../CEGUIVector.h"
// d3d forward refs
struct ID3D10Device;
struct ID3D10Texture2D;
struct ID3D10ShaderResourceView;
// Start of CEGUI namespace section
namespace CEGUI
{
//! Texture implementation for the Direct3D10Renderer.
class D3D10_GUIRENDERER_API Direct3D10Texture : public Texture
{
public:
/*!
\brief
set the D3D10 texture that this Texture is based on to the specified
texture.
*/
void setDirect3DTexture(ID3D10Texture2D* tex);
/*!
\brief
Return the internal D3D10 texture used by this Texture object.
\return
Pointer to the D3D10 texture interface that this object is using.
*/
ID3D10Texture2D* getDirect3DTexture() const;
/*!
\brief
Return the internal D3D10 shader resource view for the texture.
\return
Pointer to the ID3D10ShaderResourceView interface.
*/
ID3D10ShaderResourceView* getDirect3DShaderResourceView() const;
/*!
\brief
Sets what the texture should consider as the original data size.
\note
This also causes the texel scaling values to be updated.
*/
void setOriginalDataSize(const Size& sz);
// implement abstract members from base class.
const Size& getSize() const;
const Size& getOriginalDataSize() const;
const Vector2& getTexelScaling() const;
void loadFromFile(const String& filename, const String& resourceGroup);
void loadFromMemory(const void* buffer, const Size& buffer_size,
PixelFormat pixel_format);
void saveToMemory(void* buffer);
protected:
// Friends to allow Renderer to peform construction and destruction
friend Texture& Direct3D10Renderer::createTexture();
friend Texture& Direct3D10Renderer::createTexture(const String&, const String&);
friend Texture& Direct3D10Renderer::createTexture(const Size&);
//friend Texture& Direct3D10Renderer::createTexture(ID3D10Texture2D* tex);
friend void Direct3D10Renderer::destroyTexture(Texture&);
//! Basic constructor.
Direct3D10Texture(ID3D10Device& device);
//! Construct texture from an image file.
Direct3D10Texture(ID3D10Device& device, const String& filename,
const String& resourceGroup);
//! Construct texture with a given size.
Direct3D10Texture(ID3D10Device& device, const Size& sz);
//! Construct texture that wraps an existing D3D10 texture.
Direct3D10Texture(ID3D10Device& device, ID3D10Texture2D* tex);
//! Destructor.
virtual ~Direct3D10Texture();
//! clean up the internal texture.
void cleanupDirect3D10Texture();
//! updates cached scale value used to map pixels to texture co-ords.
void updateCachedScaleValues();
//! set d_size to actual texture size (d_dataSize is used if query fails)
void updateTextureSize();
//! creates shader resource view for the current D3D texture
void initialiseShaderResourceView();
//! D3D device used to do the business.
ID3D10Device& d_device;
//! The D3D 10 texture we're wrapping.
ID3D10Texture2D* d_texture;
//! Shader resource view for the texture.
ID3D10ShaderResourceView* d_resourceView;
//! Size of the texture.
Size d_size;
//! original pixel of size data loaded into texture
Size d_dataSize;
//! cached pixel to texel mapping scale values.
Vector2 d_texelScaling;
};
} // End of CEGUI namespace section
#endif // end of guard _CEGUIDirect3D10Texture_h_
|