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#ifndef __ASURA_TEXTURE_H__
#define __ASURA_TEXTURE_H__
#include <asura-utils/math/vector2.hpp>
#include <asura-utils/math/rect.hpp>
#include "../core_config.h"
#include "render_state.h"
#include "gl.h"
namespace AsuraEngine
{
namespace Graphics
{
class RenderTarget;
enum WrapMode
{
WRAP_MODE_REPEAT,
WRAP_MODE_MIRROR,
WRAP_MODE_CLAMPTOEDGE,
WRAP_MODE_CLAMPTOBORDER,
};
enum FilterMode
{
FILTER_MODE_NEAREST,
FILTER_MODE_LINEAR,
};
///
/// ͼݵɫʽ
///
enum ColorFormat
{
COLOR_FORMAT_UNKNOWN,
COLOR_FORMAT_RGBA8, ///< RGBA8bits int
COLOR_FORMAT_RGBA32F, ///< RGBA32bits float
};
///
/// ʽGPUڲCPUⲿʽ
///
struct TextureFormat
{
GLenum internalformat; // GPUڲʽ
GLenum externalformat; // CPUⲿʽ
GLenum type; // ⲿʽÿchannelֵ
};
///
/// 2D࣬2d meshrender targetбʹáTextureȾԭϽǣϷ
/// ϲԵѿϵΪEditorҲϽΪԭ㣬Ϊ
/// 㡣
///
ASURA_ABSTRACT class Texture : public AEScripting::Object
{
public:
LUAX_DECL_ABSTRACT_FACTORY(Texture);
Texture();
virtual ~Texture();
GLuint GetGLTexture() const;
void SetFilterMode(FilterMode min, FilterMode mag);
void SetWrapMode(WrapMode wrapMode);
void GetFilterMode();
void GetWrapMode();
///
/// UVfilterΪ
///
bool IsGenMipmap();
/*
///
/// ȾtexturertϣԭϽǣң
///
virtual void Render(const RenderTarget* rt, const RenderState& state) = 0;
///
/// ȾtextureһֵrtϣԭϽǣң졣
///
virtual void Render(const RenderTarget* rt, const AEMath::Rectf& quad, const RenderState& state) = 0;
*/
///
/// Ⱦimage
///
//virtual void Render() = 0;
///
/// Ⱦimage
///
//virtual void Render(AEMath::Recti& quad) = 0;
protected:
//----------------------------------------------------------------------------//
LUAX_DECL_ENUM(ColorFormat, 1);
LUAX_DECL_ENUM(FilterMode, 1);
LUAX_DECL_ENUM(WrapMode, 1);
LUAX_DECL_METHOD(_SetFilterMode);
LUAX_DECL_METHOD(_SetWrapMode);
LUAX_DECL_METHOD(_GetFilterMode);
LUAX_DECL_METHOD(_GetWrapMode);
LUAX_DECL_METHOD(_IsGenMipmap);
//----------------------------------------------------------------------------//
///
/// תcolor formatΪtexture format
///
TextureFormat ConvertColorFormat(const ColorFormat& colorformat);
//----------------------------------------------------------------------------//
///
/// OpenGL
///
GLuint mTex;
FilterMode mMinFilter;
FilterMode mMagFilter;
WrapMode mWrapMode;
bool mIsGenMipmap;
};
using Drawable = Texture;
}
}
#endif
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