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