1
0
forked from mirrors/0ad
Files
0ad/source/renderer/backend/gl/Texture.h
T
vladislavbelov 57ba7c4a1c Encapsulates GL texture creation in a separate class.
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4389
This was SVN commit r26107.
2021-12-25 00:26:10 +00:00

75 lines
1.9 KiB
C++

/* Copyright (C) 2021 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_GL_TEXTURE
#define INCLUDED_RENDERER_BACKEND_GL_TEXTURE
#include "lib/ogl.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/Sampler.h"
#include <cstdint>
namespace Renderer
{
namespace Backend
{
namespace GL
{
/**
* Represents a low-level GL texture, encapsulates all properties initialization.
*/
class CTexture
{
public:
~CTexture();
// GL before 3.3 doesn't support sampler objects, so each texture should have
// an own default sampler.
static std::unique_ptr<CTexture> Create2D(const Format format,
const uint32_t width, const uint32_t height,
const Sampler::Desc& defaultSamplerDesc, const uint32_t mipCount = 1);
GLuint GetHandle() const { return m_Handle; }
Format GetFormat() const { return m_Format; }
uint32_t GetWidth() const { return m_Width; }
uint32_t GetHeight() const { return m_Height; }
uint32_t GetMipCount() const { return m_MipCount; }
private:
CTexture();
GLuint m_Handle = 0;
Format m_Format = Format::UNDEFINED;
uint32_t m_Width = 0;
uint32_t m_Height = 0;
uint32_t m_MipCount = 0;
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_GL_TEXTURE