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MobileGL/MobileGL/MG_State/GLState/TextureState/TextureObject.h
T

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C++

#pragma once
#include <Includes.h>
#include <MG_Util/Math/VectorTypes.h>
#include "MG_Util/Types.h"
#include "SamplerObject.h"
namespace MobileGL {
enum class TextureTarget {
Texture1D,
Texture2D,
Texture3D,
TextureCubeMap,
TextureRectangle,
Texture2DMultisample,
TextureBuffer,
Texture1DArray,
Texture2DArray,
TextureCubeMapArray,
Texture2DMultisampleArray,
TextureTargetCount,
Unknown = -1
};
enum class TextureUploadTarget {
Texture2D,
ProxyTexture2D,
Texture1DArray,
ProxyTexture1DArray,
TextureRectangle,
ProxyTextureRectangle,
CubeMapPositiveX,
CubeMapNegativeX,
CubeMapPositiveY,
CubeMapNegativeY,
CubeMapPositiveZ,
CubeMapNegativeZ,
ProxyCubeMap,
TextureUploadTargetCount,
Unknown = -1
};
enum class TextureInputFormat {
Red,
RG,
RGB,
BGR,
RGBA,
BGRA,
RInteger,
RGInteger,
RGBInteger,
BGRInteger,
RGBAInteger,
BGRAInteger,
StencilIndex,
DepthComponent,
DepthStencil,
FormatCount,
Unknown = -1
};
enum class TextureSizedInternalFormat {
R8,
R8Snorm,
R16,
R16Snorm,
RG8,
RG8Snorm,
RG16,
RG16Snorm,
R3G3B2,
RGB4,
RGB5,
RGB8,
RGB8Snorm,
RGB10,
RGB12,
RGB16Snorm,
RGBA2,
RGBA4,
RGB5A1,
RGBA8,
RGBA8Snorm,
RGB10A2,
RGB10A2UI,
RGBA12,
RGBA16,
SRGB8,
SRGB8Alpha8,
R16F,
RG16F,
RGB16F,
RGBA16F,
R32F,
RG32F,
RGB32F,
RGBA32F,
R11FG11FB10F,
RGB9E5,
R8I,
R8UI,
R16I,
R16UI,
R32I,
R32UI,
RG8I,
RG8UI,
RG16I,
RG16UI,
RG32I,
RG32UI,
RGB8I,
RGB8UI,
RGB16I,
RGB16UI,
RGB32I,
RGB32UI,
RGBA8I,
RGBA8UI,
RGBA16I,
RGBA16UI,
RGBA32I,
RGBA32UI,
TextureSizedInternalFormatCount,
Unknown = -1
};
enum class TexturePixelDataType {
UnsignedByte,
Byte,
UnsignedShort,
Short,
UnsignedInt,
Int,
Float,
UnsignedByte332,
UnsignedByte233Rev,
UnsignedShort565,
UnsignedShort565Rev,
UnsignedShort4444,
UnsignedShort4444Rev,
UnsignedShort5551,
UnsignedShort1555Rev,
UnsignedInt8888,
UnsignedInt8888Rev,
UnsignedInt1010102,
UnsignedInt2101010Rev,
TypeCount,
Unknown = -1
};
namespace MG_State {
namespace GLState {
struct MipmapLevelBase {
IntVec3 size = {0, 0, 0};
Int level = 0;
Bool compressed = false;
Int compressedSize = 0;
};
struct MipmapLevelInput : MipmapLevelBase {
DataPtr inputData = {nullptr, 0};
};
struct MipmapLevelInternal : MipmapLevelBase {
Data data;
MipmapLevelInternal(const MipmapLevelInput& input) : MipmapLevelBase(input) {
if (input.inputData.data && input.inputData.size > 0) {
const Uint8* src = static_cast<const Uint8*>(input.inputData.data);
data.assign(src, src + input.inputData.size);
}
}
};
class ITextureObject {
public:
using TargetEnum = TextureTarget;
virtual ~ITextureObject() = default;
virtual void SetMipmapLevel(const MipmapLevelInput& level) = 0;
virtual TextureSizedInternalFormat GetFormat() const = 0;
virtual TextureTarget GetTarget() const = 0;
virtual IntVec3 GetBaseSize() const = 0;
virtual SharedPtr<SamplerObject> GetSamplerObject() const = 0;
virtual const Vector<MipmapLevelInternal>& GetMipmaps() const = 0;
virtual void SetInternalFormat(TextureSizedInternalFormat format) = 0;
};
class TextureObjectBase : public ITextureObject {
public:
TextureObjectBase(TextureTarget target);
virtual ~TextureObjectBase() = default;
void SetMipmapLevel(const MipmapLevelInput& level) override;
TextureSizedInternalFormat GetFormat() const override;
TextureTarget GetTarget() const override;
IntVec3 GetBaseSize() const override;
SharedPtr<SamplerObject> GetSamplerObject() const override;
const Vector<MipmapLevelInternal>& GetMipmaps() const override;
void SetInternalFormat(TextureSizedInternalFormat format) override;
protected:
virtual void SetMipmapImpl(const MipmapLevelInput& level) = 0;
const TextureTarget m_target = TextureTarget::Unknown;
TextureSizedInternalFormat m_internalFormat = TextureSizedInternalFormat::Unknown;
Vector<MipmapLevelInternal> m_mipmaps = {};
SharedPtr<SamplerObject> m_sampler = nullptr;
};
class TextureObject1D : public TextureObjectBase {
public:
explicit TextureObject1D();
protected:
void SetMipmapImpl(const MipmapLevelInput& level) override;
};
class TextureObject2D : public TextureObjectBase {
public:
explicit TextureObject2D();
protected:
void SetMipmapImpl(const MipmapLevelInput& level) override;
};
class TextureObject3D : public TextureObjectBase {
public:
explicit TextureObject3D();
protected:
void SetMipmapImpl(const MipmapLevelInput& level) override;
};
// TODO: add other texture types as needed
} // namespace GLState
} // namespace MG_State
} // namespace MobileGL