/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#ifndef INCLUDED_RENDERER_BACKEND_GL_TEXTURE
#define INCLUDED_RENDERER_BACKEND_GL_TEXTURE
#include "lib/ogl.h"
#include "renderer/backend/ITexture.h"
#include "renderer/backend/Sampler.h"
#include
#include
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CDevice;
/**
* Represents a low-level GL texture, encapsulates all properties initialization.
*/
class CTexture final : public ITexture
{
public:
~CTexture() override;
IDevice* GetDevice() override;
Type GetType() const override { return m_Type; }
uint32_t GetUsage() const override { return m_Usage; }
Format GetFormat() const override { return m_Format; }
uint32_t GetWidth() const override { return m_Width; }
uint32_t GetHeight() const override { return m_Height; }
uint32_t GetMIPLevelCount() const override { return m_MIPLevelCount; }
GLuint GetHandle() const { return m_Handle; }
private:
friend class CDevice;
CTexture();
CDevice* m_Device = nullptr;
// GL before 3.3 doesn't support sampler objects, so each texture should have
// an own default sampler.
static std::unique_ptr Create(
CDevice* device, const char* name, const Type type, const uint32_t usage,
const Format format, const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t MIPLevelCount, const uint32_t sampleCount);
GLuint m_Handle = 0;
Type m_Type = Type::TEXTURE_2D;
uint32_t m_Usage = 0;
Format m_Format = Format::UNDEFINED;
uint32_t m_Width = 0;
uint32_t m_Height = 0;
uint32_t m_MIPLevelCount = 0;
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_GL_TEXTURE