Ocular Engine
D3D11Texture2D.hpp
1 
17 #pragma once
18 #ifndef __OCULAR_D3D11_TEXTURE_2D__H__
19 #define __OCULAR_D3D11_TEXTURE_2D__H__
20 
21 #include "Graphics/Texture/Texture2D.hpp"
22 #include "D3D11Texture.hpp"
23 
24 //------------------------------------------------------------------------------------------
25 
30 namespace Ocular
31 {
36  namespace Graphics
37  {
38  class D3D11Texture2D : public Texture2D, public D3D11Texture
39  {
40  public:
41 
42  D3D11Texture2D(TextureDescriptor const& descriptor, ID3D11Device* device);
43  virtual ~D3D11Texture2D();
44 
45  virtual void unload() override;
46  virtual void apply() override;
47  virtual void refresh() override;
48 
49  protected:
50 
51  virtual bool createD3DTexture2D(TextureDescriptor const& descriptor) override;
52 
53  private:
54  };
55  }
59 }
64 //------------------------------------------------------------------------------------------
65 
66 #endif
Definition: Texture2D.hpp:45
virtual void apply() override
Definition: D3D11Texture2D.cpp:63
virtual void refresh() override
Definition: D3D11Texture2D.cpp:100
virtual void unload() override
Definition: D3D11Texture2D.cpp:46
Note: Once this library is made dynamic, this will no longer be needed.
Definition: Common.hpp:70
Definition: D3D11Texture2D.hpp:38
Definition: TextureDescriptor.hpp:45
Definition: D3D11Texture.hpp:42