mirror of
https://github.com/minetest/minetest.git
synced 2024-08-19 04:54:18 +02:00
120 lines
3.2 KiB
C
120 lines
3.2 KiB
C
|
// Copyright (C) 2015 Patryk Nadrowski
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include "IReferenceCounted.h"
|
||
|
#include "EDriverTypes.h"
|
||
|
#include "irrArray.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace video
|
||
|
{
|
||
|
class ITexture;
|
||
|
|
||
|
//! Enumeration of cube texture surfaces
|
||
|
enum E_CUBE_SURFACE
|
||
|
{
|
||
|
ECS_POSX = 0,
|
||
|
ECS_NEGX,
|
||
|
ECS_POSY,
|
||
|
ECS_NEGY,
|
||
|
ECS_POSZ,
|
||
|
ECS_NEGZ
|
||
|
};
|
||
|
|
||
|
//! Interface of a Render Target.
|
||
|
class IRenderTarget : public virtual IReferenceCounted
|
||
|
{
|
||
|
public:
|
||
|
//! constructor
|
||
|
IRenderTarget() :
|
||
|
DepthStencil(0), DriverType(EDT_NULL)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
//! Returns an array of previously set textures.
|
||
|
const core::array<ITexture *> &getTexture() const
|
||
|
{
|
||
|
return Textures;
|
||
|
}
|
||
|
|
||
|
//! Returns a of previously set depth / depth-stencil texture.
|
||
|
ITexture *getDepthStencil() const
|
||
|
{
|
||
|
return DepthStencil;
|
||
|
}
|
||
|
|
||
|
//! Returns an array of active surface for cube textures
|
||
|
const core::array<E_CUBE_SURFACE> &getCubeSurfaces() const
|
||
|
{
|
||
|
return CubeSurfaces;
|
||
|
}
|
||
|
|
||
|
//! Set multiple textures.
|
||
|
/** Set multiple textures for the render target.
|
||
|
\param texture Array of texture objects. These textures are used for a color outputs.
|
||
|
\param depthStencil Depth or packed depth-stencil texture. This texture is used as depth
|
||
|
or depth-stencil buffer. You can pass getDepthStencil() if you don't want to change it.
|
||
|
\param cubeSurfaces When rendering to cube textures, set the surface to be used for each texture. Can be empty otherwise.
|
||
|
*/
|
||
|
void setTexture(const core::array<ITexture *> &texture, ITexture *depthStencil, const core::array<E_CUBE_SURFACE> &cubeSurfaces = core::array<E_CUBE_SURFACE>())
|
||
|
{
|
||
|
setTextures(texture.const_pointer(), texture.size(), depthStencil, cubeSurfaces.const_pointer(), cubeSurfaces.size());
|
||
|
}
|
||
|
|
||
|
//! Sets one texture + depthStencil
|
||
|
//! You can pass getDepthStencil() for depthStencil if you don't want to change that one
|
||
|
void setTexture(ITexture *texture, ITexture *depthStencil)
|
||
|
{
|
||
|
if (texture) {
|
||
|
setTextures(&texture, 1, depthStencil);
|
||
|
} else {
|
||
|
setTextures(0, 0, depthStencil);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//! Set one cube surface texture.
|
||
|
void setTexture(ITexture *texture, ITexture *depthStencil, E_CUBE_SURFACE cubeSurface)
|
||
|
{
|
||
|
if (texture) {
|
||
|
setTextures(&texture, 1, depthStencil, &cubeSurface, 1);
|
||
|
} else {
|
||
|
setTextures(0, 0, depthStencil, &cubeSurface, 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//! Get driver type of render target.
|
||
|
E_DRIVER_TYPE getDriverType() const
|
||
|
{
|
||
|
return DriverType;
|
||
|
}
|
||
|
|
||
|
protected:
|
||
|
//! Set multiple textures.
|
||
|
// NOTE: working with pointers instead of arrays to avoid unnecessary memory allocations for the single textures case
|
||
|
virtual void setTextures(ITexture *const *textures, u32 numTextures, ITexture *depthStencil, const E_CUBE_SURFACE *cubeSurfaces = 0, u32 numCubeSurfaces = 0) = 0;
|
||
|
|
||
|
//! Textures assigned to render target.
|
||
|
core::array<ITexture *> Textures;
|
||
|
|
||
|
//! Depth or packed depth-stencil texture assigned to render target.
|
||
|
ITexture *DepthStencil;
|
||
|
|
||
|
//! Active surface of cube textures
|
||
|
core::array<E_CUBE_SURFACE> CubeSurfaces;
|
||
|
|
||
|
//! Driver type of render target.
|
||
|
E_DRIVER_TYPE DriverType;
|
||
|
|
||
|
private:
|
||
|
// no copying (IReferenceCounted still allows that for reasons which take some time to work around)
|
||
|
IRenderTarget(const IRenderTarget &);
|
||
|
IRenderTarget &operator=(const IRenderTarget &);
|
||
|
};
|
||
|
|
||
|
}
|
||
|
}
|