colobot/colobot-base/graphics/core/texture.h

164 lines
3.9 KiB
C++

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