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/*******************************************************************************
 * Copyright 2011 See AUTHORS file.
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *   http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 ******************************************************************************/

package com.badlogic.gdx.graphics;

import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.glutils.FileTextureArrayData;

/** Used by a {@link TextureArray} to load the pixel data. The TextureArray will request the TextureArrayData to prepare itself
 * through {@link #prepare()} and upload its data using {@link #consumeTextureArrayData()}. These are the first methods to be
 * called by TextureArray. After that the TextureArray will invoke the other methods to find out about the size of the image data,
 * the format, whether the TextureArrayData is able to manage the pixel data if the OpenGL ES context is lost.
 * 

* * Before a call to either {@link #consumeTextureArrayData()}, TextureArray will bind the OpenGL ES texture. *

* * Look at {@link FileTextureArrayData} for example implementation of this interface. * @author Tomski */ public interface TextureArrayData { /** @return whether the TextureArrayData is prepared or not. */ public boolean isPrepared (); /** Prepares the TextureArrayData for a call to {@link #consumeTextureArrayData()}. This method can be called from a non OpenGL * thread and should thus not interact with OpenGL. */ public void prepare (); /** Uploads the pixel data of the TextureArray layers of the TextureArray to the OpenGL ES texture. The caller must bind an * OpenGL ES texture. A call to {@link #prepare()} must preceed a call to this method. Any internal data structures created in * {@link #prepare()} should be disposed of here. */ public void consumeTextureArrayData (); /** @return the width of this TextureArray */ public int getWidth (); /** @return the height of this TextureArray */ public int getHeight (); /** @return the layer count of this TextureArray */ public int getDepth (); /** @return whether this implementation can cope with a EGL context loss. */ public boolean isManaged (); /** @return the internal format of this TextureArray */ public int getInternalFormat (); /** @return the GL type of this TextureArray */ public int getGLType (); /** Provides static method to instantiate the right implementation. * @author Tomski */ public static class Factory { public static TextureArrayData loadFromFiles (Pixmap.Format format, boolean useMipMaps, FileHandle... files) { return new FileTextureArrayData(format, useMipMaps, files); } } }




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