/*
* Copyright 2010 Inalogic® Inc.
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License, as
* published by the Free Software Foundation; either version 2.1 or 3.0
* of the License.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranties of
* MERCHANTABILITY, SATISFACTORY QUALITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the applicable version of the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of both the GNU Lesser General Public
* License along with this program. If not, see
*
* Authored by: Jay Taoko
*
*/
#ifndef IOPENGLANIMATEDTEXTURE_H
#define IOPENGLANIMATEDTEXTURE_H
namespace nux
{
class IOpenGLBaseTexture;
// Note that for Animated texture, the Depth value is the number of frames.
// The number of mipmap levels is always 1;
class IOpenGLAnimatedTexture: public IOpenGLBaseTexture
{
NUX_DECLARE_OBJECT_TYPE(IOpenGLAnimatedTexture, IOpenGLBaseTexture);
public:
virtual ~IOpenGLAnimatedTexture();
void GetSurfaceFrame(int Frame, ObjectPtr& surface);
ObjectPtr GetSurfaceFrame(int Level);
int LockRect(
int Frame,
SURFACE_LOCKED_RECT *pLockedRect,
const SURFACE_RECT *pRect);
int UnlockRect(
int Frame
);
int GetDepth(int /* MipLevel */) const
{
return _Depth;
}
int GetDesc(ANIMATEDTEXTURE_DESC *pDesc)
{
pDesc->Width = Max (1, _Width);
pDesc->Height = Max (1, _Height);
pDesc->Depth = _Depth;
pDesc->PixelFormat = _PixelFormat;
pDesc->Type = _ResourceType;
return OGL_OK;
}
void PresentFirstFrame();
void PresentNextFrame();
void PresentLastFrame();
int GetFrameTime();
unsigned int GetNumFrame();
void SetFrameTime(int Frame, int time_ms);
private:
IOpenGLAnimatedTexture(
int Width
, int Height
, int Depth
, BitmapFormat PixelFormat);
// unsigned int _Width;
// unsigned int _Height;
// unsigned int _Depth;
//std::vector _VolumeArray;
int _CurrentFrame;
std::vector< ObjectPtr > _FrameTextureArray;
std::vector< int > _FrameTimeArray;
friend class GpuDevice;
friend class IOpenGLSurface;
};
}
#endif // IOPENGLANIMATEDTEXTURE_H