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OgreTexture.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreTexture.h
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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _Texture_H__ #define _Texture_H__ #include "OgrePrerequisites.h" #include "OgreHardwareBuffer.h" #include "OgreResource.h" #include "OgreImage.h" namespace Ogre { /** Enum identifying the texture usage */ enum TextureUsage { /// @copydoc HardwareBuffer::Usage TU_STATIC = HardwareBuffer::HBU_STATIC, TU_DYNAMIC = HardwareBuffer::HBU_DYNAMIC, TU_WRITE_ONLY = HardwareBuffer::HBU_WRITE_ONLY, TU_STATIC_WRITE_ONLY = HardwareBuffer::HBU_STATIC_WRITE_ONLY, TU_DYNAMIC_WRITE_ONLY = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, TU_DYNAMIC_WRITE_ONLY_DISCARDABLE = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE, /// mipmaps will be automatically generated for this texture TU_AUTOMIPMAP = 0x100, /// this texture will be a render target, ie. used as a target for render to texture /// setting this flag will ignore all other texture usages except TU_AUTOMIPMAP TU_RENDERTARGET = 0x200, /// default to automatic mipmap generation static textures TU_DEFAULT = TU_AUTOMIPMAP | TU_STATIC_WRITE_ONLY }; /** Enum identifying the texture type */ enum TextureType { /// 1D texture, used in combination with 1D texture coordinates TEX_TYPE_1D = 1, /// 2D texture, used in combination with 2D texture coordinates (default) TEX_TYPE_2D = 2, /// 3D volume texture, used in combination with 3D texture coordinates TEX_TYPE_3D = 3, /// 3D cube map, used in combination with 3D texture coordinates TEX_TYPE_CUBE_MAP = 4 }; /** Enum identifying special mipmap numbers */ enum TextureMipmap { /// Generate mipmaps up to 1x1 MIP_UNLIMITED = 0x7FFFFFFF, /// Use TextureManager default MIP_DEFAULT = -1 }; // Forward declaration class TexturePtr; /** Abstract class representing a Texture resource. @remarks The actual concrete subclass which will exist for a texture is dependent on the rendering system in use (Direct3D, OpenGL etc). This class represents the commonalities, and is the one 'used' by programmers even though the real implementation could be different in reality. Texture objects are created through the 'create' method of the TextureManager concrete subclass. */ class _OgreExport Texture : public Resource { public: Texture(ResourceManager* creator, const String& name, ResourceHandle handle, const String& group, bool isManual = false, ManualResourceLoader* loader = 0); /** Sets the type of texture; can only be changed before load() */ virtual void setTextureType(TextureType ttype ) { mTextureType = ttype; } /** Gets the type of texture */ virtual TextureType getTextureType(void) const { return mTextureType; } /** Gets the number of mipmaps to be used for this texture. */ virtual size_t getNumMipmaps(void) const {return mNumMipmaps;} /** Sets the number of mipmaps to be used for this texture. @note Must be set before calling any 'load' method. */ virtual void setNumMipmaps(size_t num) {mNumRequestedMipmaps = mNumMipmaps = num;} /** Are mipmaps hardware generated? @remarks Will only be accurate after texture load, or createInternalResources */ virtual bool getMipmapsHardwareGenerated(void) const { return mMipmapsHardwareGenerated; } /** Returns the gamma adjustment factor applied to this texture. */ virtual float getGamma(void) const { return mGamma; } /** Sets the gamma adjustment factor applied to this texture. @note Must be called before any 'load' method. */ virtual void setGamma(float g) { mGamma = g; } /** Returns the height of the texture. */ virtual size_t getHeight(void) const { return mHeight; } /** Returns the width of the texture. */ virtual size_t getWidth(void) const { return mWidth; } /** Returns the depth of the texture (only applicable for 3D textures). */ virtual size_t getDepth(void) const { return mDepth; } /** Returns the height of the original input texture (may differ due to hardware requirements). */ virtual size_t getSrcHeight(void) const { return mSrcHeight; } /** Returns the width of the original input texture (may differ due to hardware requirements). */ virtual size_t getSrcWidth(void) const { return mSrcWidth; } /** Returns the original depth of the input texture (only applicable for 3D textures). */ virtual size_t getSrcDepth(void) const { return mSrcDepth; } /** Set the height of the texture; can only do this before load(); */ virtual void setHeight(size_t h) { mHeight = mSrcHeight = h; } /** Set the width of the texture; can only do this before load(); */ virtual void setWidth(size_t w) { mWidth = mSrcWidth = w; } /** Set the depth of the texture (only applicable for 3D textures); ; can only do this before load(); */ virtual void setDepth(size_t d) { mDepth = mSrcDepth = d; } /** Returns the TextureUsage indentifier for this Texture */ virtual int getUsage() const { return mUsage; } /** Sets the TextureUsage indentifier for this Texture; only useful before load() @param u is a combination of TU_STATIC, TU_DYNAMIC, TU_WRITE_ONLY TU_AUTOMIPMAP and TU_RENDERTARGET (see TextureUsage enum). You are strongly advised to use HBU_STATIC_WRITE_ONLY wherever possible, if you need to update regularly, consider HBU_DYNAMIC_WRITE_ONLY. */ virtual void setUsage(int u) { mUsage = u; } /** Creates the internal texture resources for this texture. @remarks This method creates the internal texture resources (pixel buffers, texture surfaces etc) required to begin using this texture. You do not need to call this method directly unless you are manually creating a texture, in which case something must call it, after having set the size and format of the texture (e.g. the ManualResourceLoader might be the best one to call it). If you are not defining a manual texture, or if you use one of the self-contained load...() methods, then it will be called for you. */ virtual void createInternalResources(void); /** Frees internal texture resources for this texture. */ virtual void freeInternalResources(void); /** Copies (and maybe scales to fit) the contents of this texture to another texture. */ virtual void copyToTexture( TexturePtr& target ); /** Loads the data from an image. @note Important: only call this from outside the load() routine of a Resource. Don't call it within (including ManualResourceLoader) - use _loadImages() instead. This method is designed to be external, performs locking and checks the load status before loading. */ virtual void loadImage( const Image &img ); /** Loads the data from a raw stream. @note Important: only call this from outside the load() routine of a Resource. Don't call it within (including ManualResourceLoader) - use _loadImages() instead. This method is designed to be external, performs locking and checks the load status before loading. @param stream Data stream containing the raw pixel data @param uWidth Width of the image @param uHeight Height of the image @param eFormat The format of the pixel data */ virtual void loadRawData( DataStreamPtr& stream, ushort uWidth, ushort uHeight, PixelFormat eFormat); /** Internal method to load the texture from a set of images. @note Do NOT call this method unless you are inside the load() routine already, e.g. a ManualResourceLoader. It is not threadsafe and does not check or update resource loading status. */ virtual void _loadImages( const ConstImagePtrList& images ); /** Returns the pixel format for the texture surface. */ virtual PixelFormat getFormat() const { return mFormat; } /** Returns the desired pixel format for the texture surface. */ virtual PixelFormat getDesiredFormat(void) const { return mDesiredFormat; } /** Returns the pixel format of the original input texture (may differ due to hardware requirements and pixel format convertion). */ virtual PixelFormat getSrcFormat(void) const { return mSrcFormat; } /** Sets the pixel format for the texture surface; can only be set before load(). */ virtual void setFormat(PixelFormat pf); /** Returns true if the texture has an alpha layer. */ virtual bool hasAlpha(void) const; /** Sets desired bit depth for integer pixel format textures. @note Available values: 0, 16 and 32, where 0 (the default) means keep original format as it is. This value is number of bits for the pixel. */ virtual void setDesiredIntegerBitDepth(ushort bits); /** gets desired bit depth for integer pixel format textures. */ virtual ushort getDesiredIntegerBitDepth(void) const; /** Sets desired bit depth for float pixel format textures. @note Available values: 0, 16 and 32, where 0 (the default) means keep original format as it is. This value is number of bits for a channel of the pixel. */ virtual void setDesiredFloatBitDepth(ushort bits); /** gets desired bit depth for float pixel format textures. */ virtual ushort getDesiredFloatBitDepth(void) const; /** Sets desired bit depth for integer and float pixel format. */ virtual void setDesiredBitDepths(ushort integerBits, ushort floatBits); /** Sets whether luminace pixel format will treated as alpha format when load this texture. */ virtual void setTreatLuminanceAsAlpha(bool asAlpha); /** Gets whether luminace pixel format will treated as alpha format when load this texture. */ virtual bool getTreatLuminanceAsAlpha(void) const; /** Return the number of faces this texture has. This will be 6 for a cubemap texture and 1 for a 1D, 2D or 3D one. */ virtual size_t getNumFaces() const; /** Return hardware pixel buffer for a surface. This buffer can then be used to copy data from and to a particular level of the texture. @param face Face number, in case of a cubemap texture. Must be 0 for other types of textures. For cubemaps, this is one of +X (0), -X (1), +Y (2), -Y (3), +Z (4), -Z (5) @param mipmap Mipmap level. This goes from 0 for the first, largest mipmap level to getNumMipmaps()-1 for the smallest. @returns A shared pointer to a hardware pixel buffer @remarks The buffer is invalidated when the resource is unloaded or destroyed. Do not use it after the lifetime of the containing texture. */ virtual HardwarePixelBufferSharedPtr getBuffer(size_t face=0, size_t mipmap=0) = 0; protected: size_t mHeight; size_t mWidth; size_t mDepth; size_t mNumRequestedMipmaps; size_t mNumMipmaps; bool mMipmapsHardwareGenerated; float mGamma; TextureType mTextureType; PixelFormat mFormat; int mUsage; // Bit field, so this can't be TextureUsage PixelFormat mSrcFormat; size_t mSrcWidth, mSrcHeight, mSrcDepth; PixelFormat mDesiredFormat; unsigned short mDesiredIntegerBitDepth; unsigned short mDesiredFloatBitDepth; bool mTreatLuminanceAsAlpha; bool mInternalResourcesCreated; /// @copydoc Resource::calculateSize size_t calculateSize(void) const; /** Implementation of creating internal texture resources */ virtual void createInternalResourcesImpl(void) = 0; /** Implementation of freeing internal texture resources */ virtual void freeInternalResourcesImpl(void) = 0; /** Default implementation of unload which calls freeInternalResources */ void unloadImpl(void); }; /** Specialisation of SharedPtr to allow SharedPtr to be assigned to TexturePtr @note Has to be a subclass since we need operator=. We could templatise this instead of repeating per Resource subclass, except to do so requires a form VC6 does not support i.e. ResourceSubclassPtr
: public SharedPtr
*/ class _OgreExport TexturePtr : public SharedPtr
{ public: TexturePtr() : SharedPtr
() {} explicit TexturePtr(Texture* rep) : SharedPtr
(rep) {} TexturePtr(const TexturePtr& r) : SharedPtr
(r) {} TexturePtr(const ResourcePtr& r) : SharedPtr
() { // lock & copy other mutex pointer OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) { OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) pRep = static_cast
(r.getPointer()); pUseCount = r.useCountPointer(); if (pUseCount) { ++(*pUseCount); } } } /// Operator used to convert a ResourcePtr to a TexturePtr TexturePtr& operator=(const ResourcePtr& r) { if (pRep == static_cast
(r.getPointer())) return *this; release(); // lock & copy other mutex pointer OGRE_MUTEX_CONDITIONAL(r.OGRE_AUTO_MUTEX_NAME) { OGRE_LOCK_MUTEX(*r.OGRE_AUTO_MUTEX_NAME) OGRE_COPY_AUTO_SHARED_MUTEX(r.OGRE_AUTO_MUTEX_NAME) pRep = static_cast
(r.getPointer()); pUseCount = r.useCountPointer(); if (pUseCount) { ++(*pUseCount); } } else { // RHS must be a null pointer assert(r.isNull() && "RHS must be null if it has no mutex!"); setNull(); } return *this; } }; } #endif
OgreTexture.h
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