File: Texture.h

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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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://www.gnu.org/licenses/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_TEXTURE_H
#define HPL_TEXTURE_H

#include "common/array.h"
#include "graphics/pixelformat.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/LowLevelPicture.h"
#include "hpl1/engine/graphics/bitmap2D.h"
#include "hpl1/engine/resources/ResourceBase.h"

namespace hpl {

enum eTextureType {
	eTextureType_Normal,
	eTextureType_RenderTarget,
	eTextureType_LastEnum
};

//-----------------------------------------

enum eTextureTarget {
	eTextureTarget_1D,
	eTextureTarget_2D,
	eTextureTarget_Rect,
	eTextureTarget_CubeMap,
	eTextureTarget_3D,
	eTextureTarget_LastEnum
};

//-----------------------------------------

enum eTextureWrap {
	eTextureWrap_Repeat,
	eTextureWrap_Clamp,
	eTextureWrap_ClampToEdge,
	eTextureWrap_ClampToBorder,
	eTextureWrap_LastEnum
};

//-----------------------------------------

enum eTextureFilter {
	eTextureFilter_Bilinear,
	eTextureFilter_Trilinear,
	eTextureFilter_LastEnum
};

//-----------------------------------------

enum eTextureAnimMode {
	eTextureAnimMode_None,
	eTextureAnimMode_Loop,
	eTextureAnimMode_Oscillate,
	eTextureAnimMode_LastEnum
};

//-----------------------------------------

class iLowLevelGraphics;

class iTexture : public LowLevelPicture, public iResourceBase {
public:
	iTexture(tString asName, tString asType, Graphics::PixelFormat *apPxlFmt, iLowLevelGraphics *apLowLevelGraphics,
			 eTextureType aType, bool abUseMipMaps, eTextureTarget aTarget,
			 bool abCompress = false)
		: LowLevelPicture(asType), iResourceBase(asName, 0),
		  mType(aType), mbUseMipMaps(abUseMipMaps),
		  mpLowLevelGraphics(apLowLevelGraphics), mbCompress(abCompress),
		  mTarget(aTarget),
		  mWrapS(eTextureWrap_Repeat), mWrapT(eTextureWrap_Repeat), mWrapR(eTextureWrap_Repeat),
		  mfFrameTime(1), mAnimMode(eTextureAnimMode_Loop), mlSizeLevel(0), mvMinLevelSize(16, 16),
		  mfAnisotropyDegree(1.0f), mFilter(eTextureFilter_Bilinear), _bpp(apPxlFmt->bpp()) {}

	virtual ~iTexture() {}

	void SetSizeLevel(unsigned int alLevel) { mlSizeLevel = alLevel; }
	void SetMinLevelSize(const cVector2l &avSize) { mvMinLevelSize = avSize; }

	bool reload() override { return false; }
	void unload() override {}
	void destroy() override {}

	/**
	 * Create a texture from a bitmap, work only for 1D, 2D and Rect targets. Doesn't work with render targets.
	 * \param pBmp
	 * \return
	 */
	virtual bool CreateFromBitmap(Bitmap2D *pBmp) = 0;
	/**
	 * Create a cube map texture from a vector of bitmaps. Doesn't work with render targets.
	 * All bitmaps most be square, a power of 2 and the same same. The order must be: posX, negX, posY, negY, posZ and negZ.
	 * \param *avBitmaps a vector with at least 6 bitmaps
	 * \return
	 */
	virtual bool CreateCubeFromBitmapVec(tBitmap2DVec *avBitmaps) = 0;
	/**
	 * Create a texture with color, works with all target types. Works with render targets.
	 * \param alWidth
	 * \param alHeight
	 * \param aCol
	 * \return
	 */
	virtual bool Create(unsigned int alWidth, unsigned int alHeight, cColor aCol) = 0;

	virtual bool CreateAnimFromBitmapVec(tBitmap2DVec *avBitmaps) = 0;

	virtual bool CreateFromArray(unsigned char *apPixelData, int alChannels, const cVector3l &avSize) = 0;

	virtual void Update(float afTimeStep) = 0;

	virtual void SetPixels2D(int alLevel, const cVector2l &avOffset, const cVector2l &avSize,
							 eColorDataFormat aDataFormat, void *apPixelData) = 0;

	virtual void SetFilter(eTextureFilter aFilter) = 0;
	virtual void SetAnisotropyDegree(float afX) = 0;
	eTextureFilter GetFilter() { return mFilter; }
	float GetAnisotropyDegree(float afX) { return mfAnisotropyDegree; }

	virtual float GetGamma() = 0;
	virtual void SetGamma(float afGamma) = 0;
	virtual int GetHandle() = 0;

	virtual bool hasAlpha() override { return false; }
	uint32 getBpp() const override { return _bpp; }

	virtual void SetWrapS(eTextureWrap aMode) = 0;
	virtual void SetWrapT(eTextureWrap aMode) = 0;
	virtual void SetWrapR(eTextureWrap aMode) = 0;

	eTextureWrap GetWrapS() { return mWrapS; }
	eTextureWrap GetWrapT() { return mWrapT; }
	eTextureWrap GetWrapR() { return mWrapR; }

	void SetFrameTime(float afX) { mfFrameTime = afX; }
	float GetFrameTime() { return mfFrameTime; }

	eTextureAnimMode GetAnimMode() { return mAnimMode; }
	void SetAnimMode(eTextureAnimMode aMode) { mAnimMode = aMode; };

	eTextureType GetTextureType() { return mType; }
	bool UsesMipMaps() { return mbUseMipMaps; }
	void SetMipMapUse(bool abX) { mbUseMipMaps = abX; }
	eTextureTarget GetTarget() { return mTarget; }

	virtual bool HasAnimation() = 0;
	virtual void NextFrame() = 0;
	virtual void PrevFrame() = 0;
	virtual float GetT() = 0;
	virtual float GetTimeCount() = 0;
	virtual void SetTimeCount(float afX) = 0;
	virtual int GetCurrentLowlevelHandle() = 0;

protected:
	eTextureType mType;
	eTextureTarget mTarget;
	eTextureWrap mWrapS;
	eTextureWrap mWrapT;
	eTextureWrap mWrapR;
	eTextureFilter mFilter;
	float mfAnisotropyDegree;

	bool mbUseMipMaps;
	bool mbCompress;
	iLowLevelGraphics *mpLowLevelGraphics;
	float mfFrameTime;
	eTextureAnimMode mAnimMode;
	unsigned int mlSizeLevel;
	uint32 _bpp;
	cVector2l mvMinLevelSize;
};

typedef Common::Array<iTexture *> tTextureVec;
typedef tTextureVec::iterator tTextureVecIt;

} // namespace hpl

#endif // HPL_TEXTURE_H