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