Files
PhysX4.1/physx/samples/sampleframework/renderer/include/RendererTexture.h
2025-11-28 23:13:44 +05:30

132 lines
3.9 KiB
C++

//
// 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) 2008-2021 NVIDIA Corporation. All rights reserved.
#ifndef RENDERER_TEXTURE_H
#define RENDERER_TEXTURE_H
#include <RendererConfig.h>
namespace SampleRenderer
{
class RendererTextureDesc;
class RendererTexture
{
public:
enum Format
{
FORMAT_B8G8R8A8 = 0,
FORMAT_R8G8B8A8,
FORMAT_A8,
FORMAT_R32F,
FORMAT_DXT1,
FORMAT_DXT3,
FORMAT_DXT5,
FORMAT_D16,
FORMAT_D24S8,
FORMAT_GXT,
FORMAT_PVR_2BPP,
FORMAT_PVR_4BPP,
NUM_FORMATS
}_Format;
enum Filter
{
FILTER_NEAREST = 0,
FILTER_LINEAR,
FILTER_ANISOTROPIC,
NUM_FILTERS
}_Filter;
enum Addressing
{
ADDRESSING_WRAP = 0,
ADDRESSING_CLAMP,
ADDRESSING_MIRROR,
NUM_ADDRESSING
}_Addressing;
public:
static PxU32 computeImageByteSize(PxU32 width, PxU32 height, PxU32 depth, Format format);
static PxU32 getLevelDimension(PxU32 dimension, PxU32 level);
static bool isCompressedFormat(Format format);
static bool isDepthStencilFormat(Format format);
static PxU32 getFormatNumBlocks(PxU32 dimension, Format format);
static PxU32 getFormatBlockSize(Format format);
protected:
RendererTexture(const RendererTextureDesc &desc);
virtual ~RendererTexture(void);
public:
void release(void) { delete this; }
Format getFormat(void) const { return m_format; }
Filter getFilter(void) const { return m_filter; }
Addressing getAddressingU(void) const { return m_addressingU; }
Addressing getAddressingV(void) const { return m_addressingV; }
PxU32 getWidth(void) const { return m_width; }
PxU32 getHeight(void) const { return m_height; }
PxU32 getDepth(void) const { return m_depth; }
PxU32 getNumLevels(void) const { return m_numLevels; }
PxU32 getWidthInBlocks(void) const;
PxU32 getHeightInBlocks(void) const;
PxU32 getBlockSize(void) const;
public:
//! pitch is the number of bytes between the start of each row.
virtual void *lockLevel(PxU32 level, PxU32 &pitch) = 0;
virtual void unlockLevel(PxU32 level) = 0;
virtual void select(PxU32 stageIndex) = 0;
private:
RendererTexture &operator=(const RendererTexture&) { return *this; }
private:
Format m_format;
Filter m_filter;
Addressing m_addressingU;
Addressing m_addressingV;
PxU32 m_width;
PxU32 m_height;
PxU32 m_depth;
PxU32 m_numLevels;
};
} // namespace SampleRenderer
#endif