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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.


#ifndef GLES2_RENDERER_TEXTURE_2D_H
#define GLES2_RENDERER_TEXTURE_2D_H

#include <RendererConfig.h>

#if defined(RENDERER_ENABLE_GLES2)

#include <RendererTexture2D.h>
#include <RendererTexture2DDesc.h>
#include "GLES2Renderer.h"

namespace SampleRenderer
{
class RendererTextureDesc;

class GLES2RendererTexture2D : public RendererTexture2D
{
	public:
		GLES2RendererTexture2D(const RendererTextureDesc &desc);
		virtual ~GLES2RendererTexture2D(void);
	
	public:
		virtual void *lockLevel(PxU32 level, PxU32 &pitch);
		virtual void  unlockLevel(PxU32 level);
		
		void bind(PxU32 textureUnit);
		void select(PxU32 stageIndex);
		
	private:
		GLuint m_textureid;
		GLuint m_glformat;
		GLuint m_glinternalformat;
		GLuint m_gltype;
		
		PxU32  m_width;
		PxU32  m_height;
		
		PxU32  m_numLevels;
		
		PxU8 **m_data;
};
}
#endif // #if defined(RENDERER_ENABLE_GLES2)
#endif