2 #include "TextureEntity.h" 3 #include "IDataLoader.h" 22 std::string m_sFileName;
45 CTextureLoader(asset_ptr<TextureEntity>& pAsset,
const char* sFileName = NULL);
60 HRESULT
Decompress(
void** ppData,
int* pcBytes);
96 bool PopulateTexture();
110 HRESULT LockDeviceObject();
111 HRESULT UnLockDeviceObject();
113 HRESULT Process(
void* pData,
int cBytes);
114 HRESULT CopyToResource();
115 void SetResourceError();
CTextureLoader implementation of IDataLoader it will first search locally.
Definition: ContentLoaderTexture.h:14
Which DXT Compression to Use? Obviously, there are some trade-offs between the different formats whic...
Definition: TextureEntity.h:29
CTextureProcessor implementation of IDataProcessor.
Definition: ContentLoaderTexture.h:71
light-weighted file record header in memory.
Definition: AssetManifest.h:10
D3DFORMAT m_dwTextureFormat
the format of the texture, default to D3DFMT_UNKNOWN
Definition: ContentLoaderTexture.h:84
different physics engine has different winding order.
Definition: EventBinding.h:32
HRESULT Decompress(void **ppData, int *pcBytes)
Decompress is called by one of the processing threads to decompress the data.
Definition: ContentLoaderTexture.cpp:50
const char * GetFileName()
get file name
Definition: ContentLoaderTexture.cpp:28
AssetFileEntry * m_pAssetFileEntry
the loader failed because the asset file the following file needs to be downloaded from the asset web...
Definition: ContentLoaderTexture.h:40
a very thin wrapper to DirectX device with a portable version of openGL implementation.
Definition: RenderDeviceDirectX.h:10
asset_ptr< TextureEntity > m_asset
the asset file that this texture loader will update to
Definition: ContentLoaderTexture.h:20
void ** m_ppTexture
if this is NULL, the m_asset->m_pTexture is sued.
Definition: ContentLoaderTexture.h:24
RenderDevicePtr m_pDevice
if this is NULL, the default device is used.
Definition: ContentLoaderTexture.h:79
const char * GetKeyName()
get key name
Definition: ContentLoaderTexture.cpp:41
HRESULT Destroy()
Destroy is called by the graphics thread when it has consumed the data.
Definition: ContentLoaderTexture.cpp:103
CTextureLoader(asset_ptr< TextureEntity > &pAsset, const char *sFileName=NULL)
Definition: ContentLoaderTexture.cpp:15
IDataProcessor is an interface that the AsyncLoader class uses to process and copy data into locked r...
Definition: IDataLoader.h:76
UINT m_nMipLevels
Mip levels, default to D3DX_DEFAULT.
Definition: ContentLoaderTexture.h:86
HRESULT CleanUp()
clean up everything
Definition: ContentLoaderTexture.cpp:61
it presents a real or virtual file in ParaEngine.
Definition: ParaFile.h:31
IDataLoader is an interface that the AsyncLoader class uses to load data from disk.
Definition: IDataLoader.h:14
HRESULT Load()
Load is called from the IO thread to load data.
Definition: ContentLoaderTexture.cpp:122
UINT m_nMipLevels
Mip levels, default to D3DX_DEFAULT.
Definition: ContentLoaderTexture.h:29
D3DFORMAT m_dwTextureFormat
the format of the texture, default to D3DFMT_UNKNOWN
Definition: ContentLoaderTexture.h:27
void ** m_ppTexture
if this is NULL, the m_asset->m_pTexture is sued.
Definition: ContentLoaderTexture.h:81
Definition: ParaColor.h:275
asset_ptr< TextureEntity > m_asset
the asset file that this texture loader will update to
Definition: ContentLoaderTexture.h:77