//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsCorePrerequisites.h" #include "BsPixelVolume.h" #include "BsGpuResourceData.h" #include "BsIReflectable.h" namespace bs { /** @addtogroup Resources * @{ */ /** Pixel formats usable by images, textures and render surfaces. */ enum PixelFormat { /** Unknown pixel format. */ PF_UNKNOWN = 0, /** 8-bit pixel format, all bits red. */ PF_R8 = 1, /** 2 byte pixel format, 1 byte red, 1 byte green. */ PF_R8G8 = 2, /** 24-bit pixel format, 8 bits for red, green and blue. */ PF_R8G8B8 = 3, /** 24-bit pixel format, 8 bits for blue, green and red. */ PF_B8G8R8 = 4, /** 32-bit pixel format, 8 bits for blue, green, red and alpha. */ PF_B8G8R8A8 = 7, /** 32-bit pixel format, 8 bits for red, green, blue and alpha. */ PF_R8G8B8A8 = 8, /** DXT1/BC1 format containing opaque RGB or 1-bit alpha RGB. 4 bits per pixel. */ PF_BC1 = 13, /** DXT3/BC2 format containing RGB with premultiplied alpha. 4 bits per pixel. */ PF_BC1a = 14, /** DXT3/BC2 format containing RGB with explicit alpha. 8 bits per pixel. */ PF_BC2 = 15, /** DXT5/BC2 format containing RGB with explicit alpha. 8 bits per pixel. Better alpha gradients than BC2. */ PF_BC3 = 16, /** One channel compressed format. 4 bits per pixel. */ PF_BC4 = 17, /** Two channel compressed format. 8 bits per pixel. */ PF_BC5 = 18, /** Format storing RGB in half (16-bit) floating point format usable for HDR. 8 bits per pixel. */ PF_BC6H = 19, /** * Format storing RGB with optional alpha channel. Similar to BC1/BC2/BC3 formats but with higher quality and * higher decompress overhead. 8 bits per pixel. */ PF_BC7 = 20, /** 16-bit pixel format, 16 bits (float) for red. */ PF_FLOAT16_R = 21, /** 32-bit, 2-channel s10e5 floating point pixel format, 16-bit red, 16-bit green. */ PF_FLOAT16_RG = 22, /** 48-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue. */ PF_FLOAT16_RGB = 23, /** * 64-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue, 16 bits * (float) for alpha. */ PF_FLOAT16_RGBA = 24, /** 32-bit pixel format, 32 bits (float) for red. */ PF_FLOAT32_R = 25, /** 64-bit, 2-channel floating point pixel format, 32-bit red, 32-bit green. */ PF_FLOAT32_RG = 26, /** 96-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue. */ PF_FLOAT32_RGB = 27, /** * 128-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue, 32 bits * (float) for alpha. */ PF_FLOAT32_RGBA = 28, /** Depth stencil format, 32bit depth, 8bit stencil + 24 unused. */ PF_D32_S8X24 = 29, /** Depth stencil fomrat, 24bit depth + 8bit stencil. */ PF_D24S8 = 30, /** Depth format, 32bits. */ PF_D32 = 31, /** Depth format, 16bits. */ PF_D16 = 32, /** * 32-bit float format, 11 bits (float) for red, 11 bits (float) for green, 10 bits (float) for blue. Framebuffer * only format, not for CPU use. */ PF_FLOAT_R11G11B10 = 33, /** * 32-bit unsigned normalized format, 10 bits (float) for red, 10 bits (float) for green, 10 bits (float) for blue, * and two bits for alpha. Framebuffer only format, not for CPU use. */ PF_UNORM_R10G10B10A2 = 34, /** Number of pixel formats currently defined. */ PF_COUNT = 35 }; typedef Vector PixelFormatList; /** Flags defining some properties of pixel formats. */ enum PixelFormatFlags { /** This format has an alpha channel. */ PFF_HASALPHA = 0x00000001, /** * This format is compressed. This invalidates the values in elemBytes, elemBits and the bit counts as these might * not be fixed in a compressed format. */ PFF_COMPRESSED = 0x00000002, /** This is a floating point format. */ PFF_FLOAT = 0x00000004, /** This is a depth format (for depth textures). */ PFF_DEPTH = 0x00000008, /** * Format is in native endian. Generally true for the 16, 24 and 32 bits formats which can be represented as * machine integers. */ PFF_NATIVEENDIAN = 0x00000010 }; /** Types used for individual components of a pixel. */ enum PixelComponentType { PCT_BYTE = 0, /**< Byte per component */ PCT_SHORT = 1, /**< Short per component */ PCT_FLOAT16 = 2, /**< 16 bit float per component */ PCT_FLOAT32 = 3, /**< 32 bit float per component */ PCT_PACKED_R11G11B10 = 4, /**< 11 bits for first two components, 10 for third component. */ PCT_PACKED_R10G10B10A2 = 5, /**< 10 bits for first three components, 2 bits for last component */ PCT_COUNT = 4 /**< Number of pixel types */ }; /** Determines how are texture pixels filtered during sampling. */ enum TextureFilter { /** Pixel nearest to the sampled location is chosen. */ TF_NEAREST, /** Four pixels nearest to the sampled location are interpolated to yield the sampled color. */ TF_BILINEAR }; /** A list of cubemap faces. */ enum CubemapFace { CF_PositiveX, CF_NegativeX, CF_PositiveY, CF_NegativeY, CF_PositiveZ, CF_NegativeZ }; /** * A buffer describing a volume (3D), image (2D) or line (1D) of pixels in memory. Pixels are stored as a succession * of "depth" slices, each containing "height" rows of "width" pixels. * * @note * If using the constructor instead of create() you must call GpuResourceData::allocateInternalBuffer or set the buffer * in some other way before reading/writing from this object, as by the default there is no buffer allocated. * * @see GpuResourceData */ class BS_CORE_EXPORT PixelData : public GpuResourceData { public: PixelData(); ~PixelData() {} /** * Constructs a new object with an internal buffer capable of holding "extents" volume of pixels, where each pixel * is of the specified pixel format. Extent offsets are also stored, but are not used internally. */ PixelData(const PixelVolume& extents, PixelFormat pixelFormat); /** * Constructs a new object with an internal buffer capable of holding volume of pixels described by provided width, * height and depth, where each pixel is of the specified pixel format. */ PixelData(UINT32 width, UINT32 height, UINT32 depth, PixelFormat pixelFormat); PixelData(const PixelData& copy); PixelData& operator=(const PixelData& rhs); /** * Returns the number of pixels that offsets one row from another. This can be "width", but doesn't have to be as * some buffers require padding. */ UINT32 getRowPitch() const { return mRowPitch; } /** * Returns the number of pixels that offsets one depth slice from another. This can be "width * height", but * doesn't have to be as some buffers require padding. */ UINT32 getSlicePitch() const { return mSlicePitch; } /** * Sets the pitch (in pixels) that determines offset between rows of the pixel buffer. Call this before allocating * the buffer. */ void setRowPitch(UINT32 rowPitch) { mRowPitch = rowPitch; } /** * Sets the pitch (in pixels) that determines offset between depth slices of the pixel buffer. Call this before * allocating the buffer. */ void setSlicePitch(UINT32 slicePitch) { mSlicePitch = slicePitch; } /** * Returns the number of extra pixels in a row (non-zero only if rows are not consecutive (row pitch is larger * than width)). */ UINT32 getRowSkip() const { return mRowPitch - getWidth(); } /** * Returns the number of extra pixels in a depth slice (non-zero only if slices aren't consecutive (slice pitch is * larger than width*height). */ UINT32 getSliceSkip() const { return mSlicePitch - (getHeight() * mRowPitch); } /** Returns the pixel format used by the internal buffer for storing the pixels. */ PixelFormat getFormat() const { return mFormat; } /** Returns width of the buffer in pixels. */ UINT32 getWidth() const { return mExtents.getWidth(); } /** Returns height of the buffer in pixels. */ UINT32 getHeight() const { return mExtents.getHeight(); } /** Returns depth of the buffer in pixels. */ UINT32 getDepth() const { return mExtents.getDepth(); } /** * Returns left-most start of the pixel volume. This value is not used internally in any way. It is just passed * through from the constructor. */ UINT32 getLeft() const { return mExtents.left; } /** * Returns right-most end of the pixel volume. This value is not used internally in any way. It is just passed * through from the constructor. */ UINT32 getRight() const { return mExtents.right; } /** * Returns top-most start of the pixel volume. This value is not used internally in any way. It is just passed * through from the constructor. */ UINT32 getTop() const { return mExtents.top; } /** * Returns bottom-most end of the pixel volume. This value is not used internally in any way. It is just passed * through from the constructor. */ UINT32 getBottom() const { return mExtents.bottom; } /** * Returns front-most start of the pixel volume. This value is not used internally in any way. It is just passed * through from the constructor. */ UINT32 getFront() const { return mExtents.front; } /** * Returns back-most end of the pixel volume. This value is not used internally in any way. It is just passed * through from the constructor. */ UINT32 getBack() const { return mExtents.back; } /** Returns extents of the pixel volume this object is capable of holding. */ PixelVolume getExtents() const { return mExtents; } /** * Return whether this buffer is laid out consecutive in memory (meaning the pitches are equal to the dimensions). */ bool isConsecutive() const { return mRowPitch == getWidth() && mSlicePitch == getWidth()*getHeight(); } /** Return the size (in bytes) this image would take if it was laid out consecutive in memory. */ UINT32 getConsecutiveSize() const; /** Return the size (in bytes) of the buffer this image requires. */ UINT32 getSize() const; /** * Returns pixel data containing a sub-volume of this object. Returned data will not have its own buffer, but will * instead point to this one. It is up to the caller to ensure this object outlives any sub-volume objects. */ PixelData getSubVolume(const PixelVolume& volume) const; /** * Samples a color at the specified coordinates using a specific filter. * * @param[in] coords Coordinates to sample the color at. They start at top left corner (0, 0), and are in range * [0, 1]. * @param[in] filter Filtering mode to use when sampling the color. * @return Sampled color. */ Color sampleColorAt(const Vector2& coords, TextureFilter filter = TF_BILINEAR) const; /** Returns pixel color at the specified coordinates. */ Color getColorAt(UINT32 x, UINT32 y, UINT32 z = 0) const; /** Sets the pixel color at the specified coordinates. */ void setColorAt(const Color& color, UINT32 x, UINT32 y, UINT32 z = 0); /** * Converts all the internal data into an array of colors. Array is mapped as such: * arrayIdx = x + y * width + z * width * height. */ Vector getColors() const; /** * Initializes the internal buffer with the provided set of colors. The array should be of width * height * depth * size and mapped as such: arrayIdx = x + y * width + z * width * height. */ void setColors(const Vector& colors); /** * Initializes the internal buffer with the provided set of colors. The array should be of * width * height * depth size and mapped as such: arrayIdx = x + y * width + z * width * height. */ void setColors(Color* colors, UINT32 numElements); /** * Interprets pixel data as depth information as retrieved from the GPU's depth buffer. Converts the device specific * depth value to range [0, 1] and returns it. */ float getDepthAt(UINT32 x, UINT32 y, UINT32 z = 0) const; /** * Converts all the internal data into an array of floats as if each individual pixel is retrieved with * getDepthAt(). Array is mapped as such: arrayIdx = x + y * width + z * width * height. */ Vector getDepths() const; /** * Constructs a new object with an internal buffer capable of holding "extents" volume of pixels, where each pixel * is of the specified pixel format. Extent offsets are also stored, but are not used internally. */ static SPtr create(const PixelVolume &extents, PixelFormat pixelFormat); /** * Constructs a new object with an internal buffer capable of holding volume of pixels described by provided width, * height and depth, where each pixel is of the specified pixel format. */ static SPtr create(UINT32 width, UINT32 height, UINT32 depth, PixelFormat pixelFormat); private: /** * Initializes the internal buffer with the provided set of colors. The array should be of width * height * depth * size and mapped as such: arrayIdx = x + y * width + z * width * height. * * @note A generic method that is reused in other more specific setColors() calls. */ template void setColorsInternal(const T& colors, UINT32 numElements); /** Returns the needed size of the internal buffer, in bytes. */ UINT32 getInternalBufferSize() const override; private: PixelVolume mExtents; PixelFormat mFormat; UINT32 mRowPitch; UINT32 mSlicePitch; /************************************************************************/ /* SERIALIZATION */ /************************************************************************/ public: friend class PixelDataRTTI; static RTTITypeBase* getRTTIStatic(); RTTITypeBase* getRTTI() const override; }; /** @} */ }