Add OpenGLRenderer (WIP)
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51
include/Nazara/OpenGLRenderer/OpenGLTexture.hpp
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51
include/Nazara/OpenGLRenderer/OpenGLTexture.hpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_OPENGLRENDERER_OPENGLTEXTURE_HPP
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#define NAZARA_OPENGLRENDERER_OPENGLTEXTURE_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/OpenGLRenderer/Config.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Image.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/ImageView.hpp>
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namespace Nz
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{
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class NAZARA_OPENGLRENDERER_API OpenGLTexture : public Texture
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{
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public:
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OpenGLTexture(Vk::Device& device, const TextureInfo& params);
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OpenGLTexture(const OpenGLTexture&) = default;
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OpenGLTexture(OpenGLTexture&&) noexcept = default;
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~OpenGLTexture();
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PixelFormat GetFormat() const override;
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inline VkImage GetImage() const;
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inline VkImageView GetImageView() const;
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UInt8 GetLevelCount() const override;
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Vector3ui GetSize(UInt8 level = 0) const override;
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ImageType GetType() const override;
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bool Update(const void* ptr) override;
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OpenGLTexture& operator=(const OpenGLTexture&) = delete;
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OpenGLTexture& operator=(OpenGLTexture&&) = delete;
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private:
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static void InitForFormat(PixelFormat pixelFormat, VkImageCreateInfo& createImage, VkImageViewCreateInfo& createImageView);
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VkImage m_image;
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VmaAllocation m_allocation;
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Vk::Device& m_device;
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Vk::ImageView m_imageView;
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TextureInfo m_params;
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};
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}
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#include <Nazara/OpenGLRenderer/OpenGLTexture.inl>
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#endif // NAZARA_OPENGLRENDERER_OPENGLTEXTURE_HPP
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