Eulerian Smoke Simulation on the GPU
include/Texture1D.h
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00001 #ifndef __TEXTURE_1D_H__
00002 #define __TEXTURE_1D_H__
00003 
00004 //---------------------------------------------------------------------
00007 //---------------------------------------------------------------------
00008 
00009 #include "Texture.h"
00010 
00018 class Texture1D : public Texture
00019 {
00020 public:
00033   Texture1D(
00034             GLenum _target,
00035             int    _width,
00036             GLint  _internalFormat,
00037             GLenum _format,
00038             GLenum _dataType,
00039             GLenum _minFilter,
00040             GLenum _magFilter,
00041             GLenum _wrapMode,
00042             int    _samplerIndex,
00043             GLint  _mipLevel = 0,
00044             void*  _data = 0
00045            );
00046 
00054   bool write(
00055               GLint   _mipLevel,
00056               GLint   _xOffset,
00057               GLsizei _width,
00058               GLenum  _format,
00059               GLenum  _type,
00060               void*   _data
00061             );
00062 
00070   bool writeFromPBO(
00071                     GLint   _mipLevel,
00072                     GLint   _xOffset,
00073                     GLsizei _width,
00074                     GLenum  _format,
00075                     GLenum  _type,
00076                     GLuint  _pboHandle
00077                    );
00078 
00080   inline GLsizei getWidth()  const {return m_width;}
00081 
00082 private:
00084   GLsizei m_width;
00085 
00086 };
00087 
00088 #endif // __TEXTURE_1D_H__
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