colobot/src/graphics/core/texture.h

343 lines
7.8 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsiteс.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 "graphics/core/color.h"
#include "math/intpoint.h"
// Graphics module namespace
namespace Gfx {
/**
* \enum TexImgFormat
* \brief Format of image data
*/
enum TexImgFormat
{
//! Try to determine automatically (may not work)
TEX_IMG_AUTO,
//! RGB triplet, 3 bytes
TEX_IMG_RGB,
//! BGR triplet, 3 bytes
TEX_IMG_BGR,
//! RGBA triplet, 4 bytes
TEX_IMG_RGBA,
//! BGRA triplet, 4 bytes
TEX_IMG_BGRA
};
/**
* \enum TexFilter
* \brief General texture filtering mode
*
* Corresponds to typical options in game graphics settings.
*/
enum TexFilter
{
TEX_FILTER_NEAREST,
TEX_FILTER_BILINEAR,
TEX_FILTER_TRILINEAR
};
/**
* \enum TexMinFilter
* \brief Texture minification filter
*
* Corresponds to OpenGL modes but should translate to DirectX too.
*/
enum TexMinFilter
{
TEX_MIN_FILTER_NEAREST,
TEX_MIN_FILTER_LINEAR,
TEX_MIN_FILTER_NEAREST_MIPMAP_NEAREST,
TEX_MIN_FILTER_LINEAR_MIPMAP_NEAREST,
TEX_MIN_FILTER_NEAREST_MIPMAP_LINEAR,
TEX_MIN_FILTER_LINEAR_MIPMAP_LINEAR
};
/**
* \enum TexMagFilter
* \brief Texture magnification filter
*/
enum TexMagFilter
{
TEX_MAG_FILTER_NEAREST,
TEX_MAG_FILTER_LINEAR
};
/**
* \enum TexWrapMode
* \brief Wrapping mode for texture coords
*/
enum TexWrapMode
{
TEX_WRAP_CLAMP,
TEX_WRAP_CLAMP_TO_BORDER,
TEX_WRAP_REPEAT
};
/**
* \enum TexMixOperation
* \brief Multitexture mixing operation
*/
enum TexMixOperation
{
//! Default operation on default params (modulate on computed & texture)
TEX_MIX_OPER_DEFAULT,
//! = Arg1
TEX_MIX_OPER_REPLACE,
//! = Arg1 * Arg2
TEX_MIX_OPER_MODULATE,
//! = Arg1 + Arg2
TEX_MIX_OPER_ADD,
//! = Arg1 - Arg2
TEX_MIX_OPER_SUBTRACT
};
/**
* \enum TexMixArgument
* \brief Multitexture mixing argument
*/
enum TexMixArgument
{
//! Color from current texture
TEX_MIX_ARG_TEXTURE,
//! Color from texture unit 0
TEX_MIX_ARG_TEXTURE_0,
//! Color from texture unit 1
TEX_MIX_ARG_TEXTURE_1,
//! Color from texture unit 2
TEX_MIX_ARG_TEXTURE_2,
//! Color from texture unit 3
TEX_MIX_ARG_TEXTURE_3,
//! Color computed by previous texture unit (current in DirectX; previous in OpenGL)
TEX_MIX_ARG_COMPUTED_COLOR,
//! (Source) color of textured fragment (diffuse in DirectX; primary color in OpenGL)
TEX_MIX_ARG_SRC_COLOR,
//! Constant color (texture factor in DirectX; texture env color in OpenGL)
TEX_MIX_ARG_FACTOR
};
/**
* \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;
//! Format of source image data
TexImgFormat format;
//! General texture filtering mode
TexFilter filter;
//! Pad the image to nearest power of 2 dimensions
bool padToNearestPowerOfTwo;
//! Constructor; calls LoadDefault()
TextureCreateParams()
{ LoadDefault(); }
//! Loads the default values
inline void LoadDefault()
{
format = TEX_IMG_RGB;
mipmap = false;
padToNearestPowerOfTwo = false;
filter = TEX_FILTER_NEAREST;
}
};
/**
* \struct TextureStageParams
* \brief Parameters for a texture unit
*
* These params define the behavior of texturing units (stages).
* They can be changed freely and are features of graphics engine, not any particular texture.
*/
struct TextureStageParams
{
//! Mixing operation done on color values
TexMixOperation colorOperation;
//! 1st argument of color operations
TexMixArgument colorArg1;
//! 2nd argument of color operations
TexMixArgument colorArg2;
//! Mixing operation done on alpha values
TexMixOperation alphaOperation;
//! 1st argument of alpha operations
TexMixArgument alphaArg1;
//! 2nd argument of alpha operations
TexMixArgument alphaArg2;
//! Wrap mode for 1st tex coord
TexWrapMode wrapS;
//! Wrap mode for 2nd tex coord
TexWrapMode wrapT;
//! Constant color factor (for TEX_MIX_ARG_FACTOR)
Color factor;
//! Constructor; calls LoadDefault()
TextureStageParams()
{ LoadDefault(); }
//! Loads the default values
inline void LoadDefault()
{
colorOperation = TEX_MIX_OPER_DEFAULT;
colorArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
colorArg2 = TEX_MIX_ARG_TEXTURE;
alphaOperation = TEX_MIX_OPER_DEFAULT;
alphaArg1 = TEX_MIX_ARG_COMPUTED_COLOR;
alphaArg2 = TEX_MIX_ARG_TEXTURE;
wrapS = wrapT = TEX_WRAP_REPEAT;
}
};
/**
* \struct TexGenMode
* \brief Texture generation mode
*/
enum TexGenMode
{
//! No texture generation
TEX_GEN_NONE,
//! Object linear mode
TEX_GEN_OBJECT_LINEAR,
//! Eye linear mode
TEX_GEN_EYE_LINEAR,
//! Spherical mapping mode
TEX_GEN_SPHERE_MAP,
//! Normal mapping mode
TEX_GEN_NORMAL_MAP,
//! Reflection mapping mode
TEX_GEN_REFLECTION_MAP
};
/**
* \struct TextureGenerationParams
* \brief Parameters for texture coordinate generation
*
* These params define the generation of texture coordinate for given texture unit.
*/
struct TextureGenerationParams
{
struct
{
TexGenMode mode;
float plane[4];
} coords[4];
TextureGenerationParams()
{
LoadDefault();
}
inline void LoadDefault()
{
for (int i = 0; i < 4; i++)
{
coords[i].mode = TEX_GEN_NONE;
}
}
};
/**
* \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;
//! Size of texture
Math::IntPoint size;
//! Original size of texture (as loaded from image)
Math::IntPoint originalSize;
//! Whether the texture has alpha channel
bool alpha;
Texture()
{
id = 0;
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
inline 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
inline bool operator==(const Texture &other) const
{
if (Valid() != other.Valid())
return false;
if ( (! Valid()) && (! other.Valid()) )
return true;
return id == other.id;
}
};
} // namespace Gfx