Unigine::Texture Class
Interface for texture manipulation.
To use this class, include the UnigineTexture.h file.
Unigine::Texture Class
Members
virtual ~Texture ()
Virtual destructor.static Ptr< Texture > create ()
Texture constructor.Return value
Pointer to the created texture.virtual int create (const ImagePtr & image, int flags) const =0
Create texture from image.Arguments
- const ImagePtr & image - Image pointer.
- int flags - Texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int create2D (int width, int height, int format, int flags) const =0
Create 2D texture.Arguments
- int width - Texture width.
- int height - Texture height.
- int format - Texture format.
- int flags - Texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int create3D (int width, int height, int depth, int format, int flags) const =0
Create 3D texture.Arguments
- int width - Texture width.
- int height - Texture height.
- int depth - Texture depth.
- int format - Texture format.
- int flags - Texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int createCube (int width, int height, int format, int flags) const =0
Create Cube texture.Arguments
- int width - Texture width.
- int height - Texture height.
- int format - Texture format.
- int flags - Texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int create2DArray (int width, int height, int num_layers, int format, int flags) const =0
Create 2D Array texture.Arguments
- int width - Texture width.
- int height - Texture height.
- int num_layers - Texture layers.
- int format - Texture format.
- int flags - Texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int load (const char * name, int flags) const =0
Load texture from file.Arguments
- const char * name - File name.
- int flags - Texture flags.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int setImage (const ImagePtr & image) const =0
Set texture data.Arguments
- const ImagePtr & image - Image pointer.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int getImage (const ImagePtr & image) const =0
Get texture data.Arguments
- const ImagePtr & image - Image pointer.
Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual void clear () const =0
Clear texture.virtual void destroy () const =0
Destroy texture.virtual int getType () const =0
Get the texture type.Return value
Texture type.virtual const char * getTypeName () const =0
Get the texture type name.Return value
Texture type name.virtual int getFormat () const =0
Get the texture format.Return value
Texture format.virtual const char * getFormatName () const =0
Get the texture format name.Return value
Texture format name.virtual int getWidth () const =0
Return the texture width.Return value
Texture width.virtual int getHeight () const =0
Return the texture height.Return value
Texture height.virtual int getDepth () const =0
Return the texture depth.Return value
Texture depth.virtual int getNumMipmaps () const =0
Return the texture mipmap count.Return value
Texture mipmap count.virtual int getNumLayers () const =0
Return the texture layer count.Return value
Texture layer count.virtual void setFlags (int flags) const =0
Set texture flags.Arguments
- int flags - Texture flags.
virtual int isBilinear () const =0
Check texture filter.Return value
Returns 1 if the texture filter is bilinear or trilinear.virtual int isAnisotropy () const =0
Check texture anisotropy.Return value
Returns 1 if the texture filter is anisotropy.virtual int getMultisample () const =0
Return the multisample count.Return value
Multisample count.virtual int createMipmaps () const =0
Create mipmaps stack.Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int copy2D () const =0
Copy 2D texture.Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual int copyCube () const =0
Copy Cube texture.Return value
Returns 1 if the operation was a success; otherwise, 0 is returned.virtual void render2D () const =0
Render 2D texture.virtual void render2DScreen () const =0
Render 2D Screen texture.virtual void renderCube () const =0
Render Cube texture.virtual void render2DArray () const =0
Render 2D Array texture.virtual int isRenderFlipped () const =0
Check the texture orientation.Return value
Returns 1 if the texture is flipped.virtual void bindVertex (int unit) const =0
Bind vertex texture.Arguments
- int unit - Texture unit.
virtual void unbindVertex (int unit) const =0
Unbind vertex texture.Arguments
- int unit - Texture unit.
virtual void bindFragment (int unit) const =0
Bind fragment texture.Arguments
- int unit - Texture unit.
virtual void unbindFragment (int unit) const =0
Unbind fragment texture.Arguments
- int unit - Texture unit.
virtual void bindCompute (int unit) const =0
Bind compute texture.Arguments
- int unit - Texture unit.
virtual void unbindCompute (int unit) const =0
Unbind compute texture.Arguments
- int unit - Texture unit.
virtual int getGLTarget () const =0
Return OpenGL texture target.virtual int getGLTextureID () const =0
Return OpenGL texture identifier.virtual void * getD3D9Texture () const =0
Return Direct3D9 texture.virtual void * getD3D9Surface2D () const =0
Return Direct3D9 surface 2D.virtual void * getD3D9SurfaceCube () const =0
Return Direct3D9 surface Cube.virtual void * getD3D11Texture () const =0
Return Direct3D11 texture.virtual void * getD3D11ShaderResourceView () const =0
Return Direct3D11 render target view.virtual void * getD3D11UnorderedAccessView () const =0
Return Direct3D11 render target view.virtual void * getD3D11RenderTargetView () const =0
Return Direct3D11 render target view.virtual void * getD3D11DepthStencilView () const =0
Return Direct3D11 depth stencil view.virtual void * getD3D11RenderTargetView () const =0
Return Direct3D11 render target view.virtual void * getD3D11DepthStencilView () const =0
Return Direct3D11 depth stencil view.Unigine::Texture::anonymous_90 Enumeration
TEXTURE_2D
= 0
TEXTURE_3D
TEXTURE_CUBE
TEXTURE_2D_ARRAY
Unigine::Texture::anonymous_91 Enumeration
FORMAT_R8
= 0
FORMAT_RG8
FORMAT_RGB8
FORMAT_RGBA8
FORMAT_R16
FORMAT_RG16
FORMAT_RGB16
FORMAT_RGBA16
FORMAT_R16F
FORMAT_RG16F
FORMAT_RGB16F
FORMAT_RGBA16F
FORMAT_R32F
FORMAT_RG32F
FORMAT_RGB32F
FORMAT_RGBA32F
FORMAT_R5G6B5
FORMAT_RGBA4
FORMAT_RGB5A1
FORMAT_RGB10A2
FORMAT_RG11B10F
FORMAT_DXT1
FORMAT_DXT3
FORMAT_DXT5
FORMAT_ATI1
FORMAT_ATI2
FORMAT_ETC1
FORMAT_ETC2
FORMAT_ETC5
FORMAT_EAC1
FORMAT_EAC2
FORMAT_ATC1
FORMAT_ATC3
FORMAT_ATC5
FORMAT_PVR4
FORMAT_D16
FORMAT_D24
FORMAT_D24S8
FORMAT_D32F
FORMAT_D32FS8
Unigine::Texture::anonymous_92 Enumeration
FORMAT_SRGB
= 1 << 0
FORMAT_SIGNED
= 1 << 1
FORMAT_COMPRESSED_DXT
= 1 << 2
FORMAT_COMPRESSED_ATI
= 1 << 3
FORMAT_COMPRESSED_3DC
= 1 << 4
FORMAT_COMPRESSED_ATC
= 1 << 5
FORMAT_COMPRESSED_ETC
= 1 << 6
FORMAT_COMPRESSED_PVR
= 1 << 7
WRAP_CLAMP
= 1 << 8
WRAP_BORDER
= 1 << 9
FILTER_POINT
= 1 << 10
FILTER_LINEAR
= 1 << 11
FILTER_BILINEAR
= 1 << 12
FILTER_TRILINEAR
= 1 << 13
ANISOTROPY_1
= 1 << 14
ANISOTROPY_2
= 1 << 15
ANISOTROPY_4
= 1 << 16
ANISOTROPY_8
= 1 << 17
ANISOTROPY_16
= 1 << 18
MULTISAMPLE_2
= 1 << 19
MULTISAMPLE_4
= 1 << 20
MULTISAMPLE_8
= 1 << 21
MULTISAMPLE_16
= 1 << 22
USAGE_IMMUTABLE
= 1 << 23
USAGE_MANAGED
= 1 << 24
USAGE_DYNAMIC
= 1 << 25
USAGE_STAGING
= 1 << 26
USAGE_RENDER
= 1 << 27
USAGE_COMPUTE
= 1 << 28
DEFAULT_FLAGS
= (FILTER_LINEAR)
Last update: 2017-07-03
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