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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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 3 of the License, or
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(at your option) any later version.
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This program 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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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///////////////////////////////////////////////////////////////////////////////
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// //
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// plDXTextureRef.h - Hardware Texture DeviceRef Definition //
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// Cyan, Inc. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 4.25.2001 mcn - Created. //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _plDXTextureRef_h
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#define _plDXTextureRef_h
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#include "hsMatrix44.h"
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#include "hsGeometry3.h"
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#include "hsTemplates.h"
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#include "plDXDeviceRef.h"
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//// Definition ///////////////////////////////////////////////////////////////
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class plBitmap;
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class plDXTextureRef : public plDXDeviceRef
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{
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public:
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enum Flags
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{
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kExternData = 0x00000002, // fData points to user data, don't delete
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kRenderTarget = 0x00000004, // Created via a render target
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kCubicMap = 0x00000008, // Texture is really a cubic map texture
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kPerspProjection = 0x00000010, // Perspective projection
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kOrthoProjection = 0x00000020, // Orthogonal projection
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kProjection = kPerspProjection | kOrthoProjection,
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kOffscreenRT = 0x00000040, // Offscreen renderTarget. Never used as an actual texture,
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// but handy to still have it as a textureRef
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kUVWNormal = 0x00000080, // Use the normal as the UVW src
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kAutoGenMipmap = 0x00000100 // DirectX should generate mip levels for us
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};
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IDirect3DBaseTexture9 *fD3DTexture;
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D3DFORMAT fFormatType; // Format of the D3D texture object
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uint32_t fMMLvs; // Number of mipmap levels
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uint32_t fMaxWidth; // Width of the highest mipmap level
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uint32_t fMaxHeight; // Height of the highest mipmap level (no pun intended)
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uint32_t fNumPix; // total num texels in all mip levels
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uint32_t fDataSize; // size of fData[0..n] in bytes
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uint32_t* fLevelSizes; // fLevelSize[i] == size in bytes of level i
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//uint32_t fCurrLOD; // Current LOD setting for this texture
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plBitmap *fOwner;
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void* fData; // for reloading
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uint32_t GetFlags() const { return fFlags; }
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void SetFlags( uint32_t flag ) { fFlags = flag; }
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plDXTextureRef& Set( D3DFORMAT tp, uint32_t ml, uint32_t mw, uint32_t mh, uint32_t np, uint32_t sz, uint32_t manSize, uint32_t* lSz, void* pd, bool ed=false, bool renderTarget = false );
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plDXTextureRef( D3DFORMAT tp, uint32_t ml, uint32_t mw, uint32_t mh, uint32_t np, uint32_t sz, uint32_t manSize, uint32_t* lSz, void* pd, bool ed=false, bool renderTarget = false );
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virtual ~plDXTextureRef();
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void Link( plDXTextureRef **back ) { plDXDeviceRef::Link( (plDXDeviceRef **)back ); }
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plDXTextureRef *GetNext( void ) { return (plDXTextureRef *)fNext; }
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void Release( void );
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};
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class plDXCubeTextureRef : public plDXTextureRef
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{
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public:
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void *fFaceData[ 5 ]; // First face is in the inherited fData
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plDXCubeTextureRef( D3DFORMAT tp, uint32_t ml, uint32_t mw, uint32_t mh, uint32_t np, uint32_t sz, uint32_t manSize, uint32_t* lSz, void* pd, bool ed=false, bool renderTarget = false ) :
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plDXTextureRef( tp, ml, mw, mh, np, sz, manSize, lSz, pd, ed, renderTarget )
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{
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}
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};
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#endif // _plDXTextureRef_h
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