BsPixelData.h 14 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsPixelVolume.h"
  6. #include "BsGpuResourceData.h"
  7. #include "BsIReflectable.h"
  8. namespace bs
  9. {
  10. /** @addtogroup Resources
  11. * @{
  12. */
  13. /** Pixel formats usable by images, textures and render surfaces. */
  14. enum PixelFormat
  15. {
  16. /** Unknown pixel format. */
  17. PF_UNKNOWN = 0,
  18. /** 8-bit pixel format, all bits red. */
  19. PF_R8 = 1,
  20. /** 2 byte pixel format, 1 byte red, 1 byte green. */
  21. PF_R8G8 = 2,
  22. /** 24-bit pixel format, 8 bits for red, green and blue. */
  23. PF_R8G8B8 = 3,
  24. /** 24-bit pixel format, 8 bits for blue, green and red. */
  25. PF_B8G8R8 = 4,
  26. /** 32-bit pixel format, 8 bits for blue, green, red and alpha. */
  27. PF_B8G8R8A8 = 7,
  28. /** 32-bit pixel format, 8 bits for red, green, blue and alpha. */
  29. PF_R8G8B8A8 = 8,
  30. /** DXT1/BC1 format containing opaque RGB or 1-bit alpha RGB. 4 bits per pixel. */
  31. PF_BC1 = 13,
  32. /** DXT3/BC2 format containing RGB with premultiplied alpha. 4 bits per pixel. */
  33. PF_BC1a = 14,
  34. /** DXT3/BC2 format containing RGB with explicit alpha. 8 bits per pixel. */
  35. PF_BC2 = 15,
  36. /** DXT5/BC2 format containing RGB with explicit alpha. 8 bits per pixel. Better alpha gradients than BC2. */
  37. PF_BC3 = 16,
  38. /** One channel compressed format. 4 bits per pixel. */
  39. PF_BC4 = 17,
  40. /** Two channel compressed format. 8 bits per pixel. */
  41. PF_BC5 = 18,
  42. /** Format storing RGB in half (16-bit) floating point format usable for HDR. 8 bits per pixel. */
  43. PF_BC6H = 19,
  44. /**
  45. * Format storing RGB with optional alpha channel. Similar to BC1/BC2/BC3 formats but with higher quality and
  46. * higher decompress overhead. 8 bits per pixel.
  47. */
  48. PF_BC7 = 20,
  49. /** 16-bit pixel format, 16 bits (float) for red. */
  50. PF_FLOAT16_R = 21,
  51. /** 32-bit, 2-channel s10e5 floating point pixel format, 16-bit red, 16-bit green. */
  52. PF_FLOAT16_RG = 22,
  53. /** 48-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue. */
  54. PF_FLOAT16_RGB = 23,
  55. /**
  56. * 64-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue, 16 bits
  57. * (float) for alpha.
  58. */
  59. PF_FLOAT16_RGBA = 24,
  60. /** 32-bit pixel format, 32 bits (float) for red. */
  61. PF_FLOAT32_R = 25,
  62. /** 64-bit, 2-channel floating point pixel format, 32-bit red, 32-bit green. */
  63. PF_FLOAT32_RG = 26,
  64. /** 96-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue. */
  65. PF_FLOAT32_RGB = 27,
  66. /**
  67. * 128-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue, 32 bits
  68. * (float) for alpha.
  69. */
  70. PF_FLOAT32_RGBA = 28,
  71. /** Depth stencil format, 32bit depth, 8bit stencil + 24 unused. */
  72. PF_D32_S8X24 = 29,
  73. /** Depth stencil fomrat, 24bit depth + 8bit stencil. */
  74. PF_D24S8 = 30,
  75. /** Depth format, 32bits. */
  76. PF_D32 = 31,
  77. /** Depth format, 16bits. */
  78. PF_D16 = 32,
  79. /**
  80. * 32-bit float format, 11 bits (float) for red, 11 bits (float) for green, 10 bits (float) for blue. Framebuffer
  81. * only format, not for CPU use.
  82. */
  83. PF_FLOAT_R11G11B10 = 33,
  84. /**
  85. * 32-bit unsigned normalized format, 10 bits (float) for red, 10 bits (float) for green, 10 bits (float) for blue,
  86. * and two bits for alpha. Framebuffer only format, not for CPU use.
  87. */
  88. PF_UNORM_R10G10B10A2 = 34,
  89. /** Number of pixel formats currently defined. */
  90. PF_COUNT = 35
  91. };
  92. typedef Vector<PixelFormat> PixelFormatList;
  93. /** Flags defining some properties of pixel formats. */
  94. enum PixelFormatFlags {
  95. /** This format has an alpha channel. */
  96. PFF_HASALPHA = 0x00000001,
  97. /**
  98. * This format is compressed. This invalidates the values in elemBytes, elemBits and the bit counts as these might
  99. * not be fixed in a compressed format.
  100. */
  101. PFF_COMPRESSED = 0x00000002,
  102. /** This is a floating point format. */
  103. PFF_FLOAT = 0x00000004,
  104. /** This is a depth format (for depth textures). */
  105. PFF_DEPTH = 0x00000008,
  106. /**
  107. * Format is in native endian. Generally true for the 16, 24 and 32 bits formats which can be represented as
  108. * machine integers.
  109. */
  110. PFF_NATIVEENDIAN = 0x00000010
  111. };
  112. /** Types used for individual components of a pixel. */
  113. enum PixelComponentType
  114. {
  115. PCT_BYTE = 0, /**< Byte per component */
  116. PCT_SHORT = 1, /**< Short per component */
  117. PCT_FLOAT16 = 2, /**< 16 bit float per component */
  118. PCT_FLOAT32 = 3, /**< 32 bit float per component */
  119. PCT_PACKED_R11G11B10 = 4, /**< 11 bits for first two components, 10 for third component. */
  120. PCT_PACKED_R10G10B10A2 = 5, /**< 10 bits for first three components, 2 bits for last component */
  121. PCT_COUNT = 4 /**< Number of pixel types */
  122. };
  123. /** Determines how are texture pixels filtered during sampling. */
  124. enum TextureFilter
  125. {
  126. /** Pixel nearest to the sampled location is chosen. */
  127. TF_NEAREST,
  128. /** Four pixels nearest to the sampled location are interpolated to yield the sampled color. */
  129. TF_BILINEAR
  130. };
  131. /** A list of cubemap faces. */
  132. enum CubemapFace
  133. {
  134. CF_PositiveX,
  135. CF_NegativeX,
  136. CF_PositiveY,
  137. CF_NegativeY,
  138. CF_PositiveZ,
  139. CF_NegativeZ
  140. };
  141. /**
  142. * A buffer describing a volume (3D), image (2D) or line (1D) of pixels in memory. Pixels are stored as a succession
  143. * of "depth" slices, each containing "height" rows of "width" pixels.
  144. *
  145. * @note
  146. * If using the constructor instead of create() you must call GpuResourceData::allocateInternalBuffer or set the buffer
  147. * in some other way before reading/writing from this object, as by the default there is no buffer allocated.
  148. *
  149. * @see GpuResourceData
  150. */
  151. class BS_CORE_EXPORT PixelData : public GpuResourceData
  152. {
  153. public:
  154. PixelData();
  155. ~PixelData() {}
  156. /**
  157. * Constructs a new object with an internal buffer capable of holding "extents" volume of pixels, where each pixel
  158. * is of the specified pixel format. Extent offsets are also stored, but are not used internally.
  159. */
  160. PixelData(const PixelVolume& extents, PixelFormat pixelFormat);
  161. /**
  162. * Constructs a new object with an internal buffer capable of holding volume of pixels described by provided width,
  163. * height and depth, where each pixel is of the specified pixel format.
  164. */
  165. PixelData(UINT32 width, UINT32 height, UINT32 depth, PixelFormat pixelFormat);
  166. PixelData(const PixelData& copy);
  167. PixelData& operator=(const PixelData& rhs);
  168. /**
  169. * Returns the number of pixels that offsets one row from another. This can be "width", but doesn't have to be as
  170. * some buffers require padding.
  171. */
  172. UINT32 getRowPitch() const { return mRowPitch; }
  173. /**
  174. * Returns the number of pixels that offsets one depth slice from another. This can be "width * height", but
  175. * doesn't have to be as some buffers require padding.
  176. */
  177. UINT32 getSlicePitch() const { return mSlicePitch; }
  178. /**
  179. * Sets the pitch (in pixels) that determines offset between rows of the pixel buffer. Call this before allocating
  180. * the buffer.
  181. */
  182. void setRowPitch(UINT32 rowPitch) { mRowPitch = rowPitch; }
  183. /**
  184. * Sets the pitch (in pixels) that determines offset between depth slices of the pixel buffer. Call this before
  185. * allocating the buffer.
  186. */
  187. void setSlicePitch(UINT32 slicePitch) { mSlicePitch = slicePitch; }
  188. /**
  189. * Returns the number of extra pixels in a row (non-zero only if rows are not consecutive (row pitch is larger
  190. * than width)).
  191. */
  192. UINT32 getRowSkip() const { return mRowPitch - getWidth(); }
  193. /**
  194. * Returns the number of extra pixels in a depth slice (non-zero only if slices aren't consecutive (slice pitch is
  195. * larger than width*height).
  196. */
  197. UINT32 getSliceSkip() const { return mSlicePitch - (getHeight() * mRowPitch); }
  198. /** Returns the pixel format used by the internal buffer for storing the pixels. */
  199. PixelFormat getFormat() const { return mFormat; }
  200. /** Returns width of the buffer in pixels. */
  201. UINT32 getWidth() const { return mExtents.getWidth(); }
  202. /** Returns height of the buffer in pixels. */
  203. UINT32 getHeight() const { return mExtents.getHeight(); }
  204. /** Returns depth of the buffer in pixels. */
  205. UINT32 getDepth() const { return mExtents.getDepth(); }
  206. /**
  207. * Returns left-most start of the pixel volume. This value is not used internally in any way. It is just passed
  208. * through from the constructor.
  209. */
  210. UINT32 getLeft() const { return mExtents.left; }
  211. /**
  212. * Returns right-most end of the pixel volume. This value is not used internally in any way. It is just passed
  213. * through from the constructor.
  214. */
  215. UINT32 getRight() const { return mExtents.right; }
  216. /**
  217. * Returns top-most start of the pixel volume. This value is not used internally in any way. It is just passed
  218. * through from the constructor.
  219. */
  220. UINT32 getTop() const { return mExtents.top; }
  221. /**
  222. * Returns bottom-most end of the pixel volume. This value is not used internally in any way. It is just passed
  223. * through from the constructor.
  224. */
  225. UINT32 getBottom() const { return mExtents.bottom; }
  226. /**
  227. * Returns front-most start of the pixel volume. This value is not used internally in any way. It is just passed
  228. * through from the constructor.
  229. */
  230. UINT32 getFront() const { return mExtents.front; }
  231. /**
  232. * Returns back-most end of the pixel volume. This value is not used internally in any way. It is just passed
  233. * through from the constructor.
  234. */
  235. UINT32 getBack() const { return mExtents.back; }
  236. /** Returns extents of the pixel volume this object is capable of holding. */
  237. PixelVolume getExtents() const { return mExtents; }
  238. /**
  239. * Return whether this buffer is laid out consecutive in memory (meaning the pitches are equal to the dimensions).
  240. */
  241. bool isConsecutive() const
  242. {
  243. return mRowPitch == getWidth() && mSlicePitch == getWidth()*getHeight();
  244. }
  245. /** Return the size (in bytes) this image would take if it was laid out consecutive in memory. */
  246. UINT32 getConsecutiveSize() const;
  247. /** Return the size (in bytes) of the buffer this image requires. */
  248. UINT32 getSize() const;
  249. /**
  250. * Returns pixel data containing a sub-volume of this object. Returned data will not have its own buffer, but will
  251. * instead point to this one. It is up to the caller to ensure this object outlives any sub-volume objects.
  252. */
  253. PixelData getSubVolume(const PixelVolume& volume) const;
  254. /**
  255. * Samples a color at the specified coordinates using a specific filter.
  256. *
  257. * @param[in] coords Coordinates to sample the color at. They start at top left corner (0, 0), and are in range
  258. * [0, 1].
  259. * @param[in] filter Filtering mode to use when sampling the color.
  260. * @return Sampled color.
  261. */
  262. Color sampleColorAt(const Vector2& coords, TextureFilter filter = TF_BILINEAR) const;
  263. /** Returns pixel color at the specified coordinates. */
  264. Color getColorAt(UINT32 x, UINT32 y, UINT32 z = 0) const;
  265. /** Sets the pixel color at the specified coordinates. */
  266. void setColorAt(const Color& color, UINT32 x, UINT32 y, UINT32 z = 0);
  267. /**
  268. * Converts all the internal data into an array of colors. Array is mapped as such:
  269. * arrayIdx = x + y * width + z * width * height.
  270. */
  271. Vector<Color> getColors() const;
  272. /**
  273. * Initializes the internal buffer with the provided set of colors. The array should be of width * height * depth
  274. * size and mapped as such: arrayIdx = x + y * width + z * width * height.
  275. */
  276. void setColors(const Vector<Color>& colors);
  277. /**
  278. * Initializes the internal buffer with the provided set of colors. The array should be of
  279. * width * height * depth size and mapped as such: arrayIdx = x + y * width + z * width * height.
  280. */
  281. void setColors(Color* colors, UINT32 numElements);
  282. /**
  283. * Interprets pixel data as depth information as retrieved from the GPU's depth buffer. Converts the device specific
  284. * depth value to range [0, 1] and returns it.
  285. */
  286. float getDepthAt(UINT32 x, UINT32 y, UINT32 z = 0) const;
  287. /**
  288. * Converts all the internal data into an array of floats as if each individual pixel is retrieved with
  289. * getDepthAt(). Array is mapped as such: arrayIdx = x + y * width + z * width * height.
  290. */
  291. Vector<float> getDepths() const;
  292. /**
  293. * Constructs a new object with an internal buffer capable of holding "extents" volume of pixels, where each pixel
  294. * is of the specified pixel format. Extent offsets are also stored, but are not used internally.
  295. */
  296. static SPtr<PixelData> create(const PixelVolume &extents, PixelFormat pixelFormat);
  297. /**
  298. * Constructs a new object with an internal buffer capable of holding volume of pixels described by provided width,
  299. * height and depth, where each pixel is of the specified pixel format.
  300. */
  301. static SPtr<PixelData> create(UINT32 width, UINT32 height, UINT32 depth, PixelFormat pixelFormat);
  302. private:
  303. /**
  304. * Initializes the internal buffer with the provided set of colors. The array should be of width * height * depth
  305. * size and mapped as such: arrayIdx = x + y * width + z * width * height.
  306. *
  307. * @note A generic method that is reused in other more specific setColors() calls.
  308. */
  309. template<class T>
  310. void setColorsInternal(const T& colors, UINT32 numElements);
  311. /** Returns the needed size of the internal buffer, in bytes. */
  312. UINT32 getInternalBufferSize() const override;
  313. private:
  314. PixelVolume mExtents;
  315. PixelFormat mFormat;
  316. UINT32 mRowPitch;
  317. UINT32 mSlicePitch;
  318. /************************************************************************/
  319. /* SERIALIZATION */
  320. /************************************************************************/
  321. public:
  322. friend class PixelDataRTTI;
  323. static RTTITypeBase* getRTTIStatic();
  324. RTTITypeBase* getRTTI() const override;
  325. };
  326. /** @} */
  327. }