164 lines
3.9 KiB
C++
164 lines
3.9 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/core/texture.h
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* \brief Texture struct and related enums
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*/
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#pragma once
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#include <glm/glm.hpp>
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// Graphics module namespace
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namespace Gfx
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{
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/**
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* \enum TextureFormat
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* \brief Format of image data
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*/
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enum class TextureFormat : unsigned char
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{
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//! Try to determine automatically (may not work)
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AUTO,
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//! RGB triplet, 3 bytes
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RGB,
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//! BGR triplet, 3 bytes
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BGR,
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//! RGBA triplet, 4 bytes
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RGBA,
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//! BGRA triplet, 4 bytes
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BGRA,
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};
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/**
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* \enum TextureFilter
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* \brief General texture filtering mode
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*
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* Corresponds to typical options in game graphics settings.
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*/
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enum class TextureFilter : unsigned char
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{
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//! Nearest-neighbor filtering
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NEAREST,
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//! Linear filtering
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BILINEAR,
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//! Linear filtering with mipmapping
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TRILINEAR,
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};
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/**
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* \enum TexWrapMode
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* \brief Wrapping mode for texture coords
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*/
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enum class TextureWrapMode : unsigned char
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{
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//! UVs are clamped to edges
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CLAMP,
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//! UVs are repeated
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REPEAT,
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};
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/**
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* \struct TextureCreateParams
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* \brief Parameters for texture creation
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*
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* These params define how particular texture is created and later displayed.
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* They must be specified at texture creation time and cannot be changed later.
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*/
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struct TextureCreateParams
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{
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//! Whether to generate mipmaps
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bool mipmap = false;
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//! Format of source image data
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TextureFormat format = TextureFormat::RGB;
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//! General texture filtering mode
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TextureFilter filter = TextureFilter::NEAREST;
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//! Wrap mode for texture coordinates
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TextureWrapMode wrap = TextureWrapMode::REPEAT;
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//! Pad the image to nearest power of 2 dimensions
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bool padToNearestPowerOfTwo = false;
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};
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/**
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* \struct Texture
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* \brief Info about a texture
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*
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* Identifies (through id) a texture created in graphics engine.
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* Also contains some additional data.
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*/
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struct Texture
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{
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//! ID of the texture in graphics engine; 0 = invalid texture
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unsigned int id = 0;
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//! Size of texture
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glm::ivec2 size = { 0, 0 };
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//! Original size of texture (as loaded from image)
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glm::ivec2 originalSize = { 0, 0 };
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//! Whether the texture has alpha channel
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bool alpha = false;
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//! Returns whether the texture is valid (ID != 0)
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bool Valid() const
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{
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return id != 0;
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}
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//! Sets the ID to invalid value (0)
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void SetInvalid()
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{
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id = 0;
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}
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//! Comparator for use in texture maps and sets
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bool operator<(const Texture &other) const
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{
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// Invalid textures are always "less than" every other texture
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if ( (! Valid()) && (! other.Valid()) )
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return false;
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if (! Valid())
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return true;
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if (! other.Valid())
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return false;
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return id < other.id;
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}
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//! Comparator
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bool operator==(const Texture &other) const
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{
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if (Valid() != other.Valid())
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return false;
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if ( (! Valid()) && (! other.Valid()) )
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return true;
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return id == other.id;
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}
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};
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} // namespace Gfx
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