irrlicht/include/IRenderTarget.h

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// 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
#ifndef __I_RENDER_TARGET_H_INCLUDED__
#define __I_RENDER_TARGET_H_INCLUDED__
#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.
\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());
}
//! Set one texture
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&);
};
}
}
#endif