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TextureFilePOM.h
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TextureFilePOM.h
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//////////////////////////////////////////////////////////////////////////
// Loads & saves the POM format
// NOTE: Now I fully support the DDS format thanks to the ImageUtiliy library, you should definitely abandon that lousy format! :D
//
#pragma once
#define POM_FORMAT_SUPPORT
class Device;
class IPixelFormatDescriptor;
class Texture2D;
class Texture3D;
class TextureFilePOM {
public: // NESTED TYPES
enum TEXTURE_TYPE {
TEX_2D = 0, // 2D
TEX_CUBE = 1, // CUBE
TEX_3D = 2, // 3D
};
struct MipDescriptor {
int rowPitch;
int depthPitch;
};
public: // FIELDS
TEXTURE_TYPE m_Type;
int m_Width;
int m_Height;
int m_ArraySizeOrDepth;
int m_MipsCount;
const IPixelFormatDescriptor* m_pPixelFormat;
void** m_ppContent;
MipDescriptor* m_pMipsDescriptors;
public: // PROPERTIES
public: // METHODS
TextureFilePOM();
TextureFilePOM( const char* _pFileName );
~TextureFilePOM();
void Load( const char* _pFileName );
void Save( const char* _pFileName );
// Used by Texture2D/Texture3D to store their mapped content
void AllocateContent( Texture2D& _Texture );
void AllocateContent( Texture3D& _Texture );
private:
void ReleasContent();
};