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BsPixelData.h 12 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include "BsPixelVolume.h"
  4. #include "BsGpuResourceData.h"
  5. #include "BsIReflectable.h"
  6. namespace BansheeEngine
  7. {
  8. /**
  9. * @brief The pixel format usable by images, textures and render surfaces.
  10. */
  11. enum PixelFormat
  12. {
  13. // Unknown pixel format.
  14. PF_UNKNOWN = 0,
  15. // 8-bit pixel format, all bits red.
  16. PF_R8 = 1,
  17. // 2 byte pixel format, 1 byte red, 1 byte green.
  18. PF_R8G8 = 2,
  19. // 24-bit pixel format, 8 bits for red, green and blue.
  20. PF_R8G8B8 = 3,
  21. // 24-bit pixel format, 8 bits for blue, green and red.
  22. PF_B8G8R8 = 4,
  23. // 32-bit pixel format, 8 bits for alpha, red, green and blue.
  24. PF_A8R8G8B8 = 5,
  25. // 32-bit pixel format, 8 bits for blue, green, red and alpha.
  26. PF_A8B8G8R8 = 6,
  27. // 32-bit pixel format, 8 bits for blue, green, red and alpha.
  28. PF_B8G8R8A8 = 7,
  29. // 32-bit pixel format, 8 bits for red, green, blue and alpha.
  30. PF_R8G8B8A8 = 8,
  31. // 32-bit pixel format, 8 bits for red, 8 bits for green, 8 bits for blue.
  32. // Like PF_A8R8G8B8, but alpha will get discarded
  33. PF_X8R8G8B8 = 9,
  34. // 32-bit pixel format, 8 bits for blue, 8 bits for green, 8 bits for red.
  35. // Like PF_A8B8G8R8, but alpha will get discarded.
  36. PF_X8B8G8R8 = 10,
  37. // 32-bit pixel format, 8 bits for red, 8 bits for green, 8 bits for blue.
  38. // Like PF_R8G8B8A8, but alpha will get discarded.
  39. PF_R8G8B8X8 = 11,
  40. // 32-bit pixel format, 8 bits for blue, 8 bits for green, 8 bits for red.
  41. // Like PF_B8G8R8A8, but alpha will get discarded.
  42. PF_B8G8R8X8 = 12,
  43. // 24-bit pixel format, 8 bits for red, green and blue.
  44. PF_BYTE_RGB = PF_R8G8B8,
  45. // 24-bit pixel format, 8 bits for blue, green and red.
  46. PF_BYTE_BGR = PF_B8G8R8,
  47. // 32-bit pixel format, 8 bits for blue, green, red and alpha.
  48. PF_BYTE_BGRA = PF_B8G8R8A8,
  49. // 32-bit pixel format, 8 bits for red, green, blue and alpha.
  50. PF_BYTE_RGBA = PF_R8G8B8A8,
  51. // DXT1/BC1 format containing opaque RGB or 1-bit alpha RGB. 4 bits per pixel.
  52. PF_BC1 = 13,
  53. // DXT3/BC2 format containing RGB with premultiplied alpha. 4 bits per pixel.
  54. PF_BC1a = 14,
  55. // DXT3/BC2 format containing RGB with explicit alpha. 8 bits per pixel.
  56. PF_BC2 = 15,
  57. // DXT5/BC2 format containing RGB with explicit alpha. 8 bits per pixel. Better alpha gradients than BC2.
  58. PF_BC3 = 16,
  59. // One channel compressed format. 4 bits per pixel.
  60. PF_BC4 = 17,
  61. // Two channel compressed format. 8 bits per pixel.
  62. PF_BC5 = 18,
  63. // Format storing RGB in half (16-bit) floating point format usable for HDR. 8 bits per pixel.
  64. PF_BC6H = 19,
  65. // 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.
  66. PF_BC7 = 20,
  67. // 16-bit pixel format, 16 bits (float) for red
  68. PF_FLOAT16_R = 21,
  69. // 32-bit, 2-channel s10e5 floating point pixel format, 16-bit red, 16-bit green
  70. PF_FLOAT16_RG = 22,
  71. // 48-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue
  72. PF_FLOAT16_RGB = 23,
  73. // 64-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue, 16 bits (float) for alpha
  74. PF_FLOAT16_RGBA = 24,
  75. // 32-bit pixel format, 32 bits (float) for red
  76. PF_FLOAT32_R = 25,
  77. // 64-bit, 2-channel floating point pixel format, 32-bit red, 32-bit green
  78. PF_FLOAT32_RG = 26,
  79. // 96-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue
  80. PF_FLOAT32_RGB = 27,
  81. // 128-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue, 32 bits (float) for alpha
  82. PF_FLOAT32_RGBA = 28,
  83. // Depth stencil format, 32bit depth, 8bit stencil + 24 unused
  84. PF_D32_S8X24 = 29,
  85. // Depth stencil fomrat, 24bit depth + 8bit stencil
  86. PF_D24S8 = 30,
  87. // Depth format, 32bits
  88. PF_D32 = 31,
  89. // Depth format, 16bits
  90. PF_D16 = 32,
  91. // Number of pixel formats currently defined
  92. PF_COUNT = 33
  93. };
  94. typedef Vector<PixelFormat> PixelFormatList;
  95. /**
  96. * @brief Flags defining some properties of pixel formats.
  97. */
  98. enum PixelFormatFlags {
  99. // This format has an alpha channel
  100. PFF_HASALPHA = 0x00000001,
  101. // This format is compressed. This invalidates the values in elemBytes,
  102. // elemBits and the bit counts as these might not be fixed in a compressed format.
  103. PFF_COMPRESSED = 0x00000002,
  104. // This is a floating point format
  105. PFF_FLOAT = 0x00000004,
  106. // This is a depth format (for depth textures)
  107. PFF_DEPTH = 0x00000008,
  108. // Format is in native endian. Generally true for the 16, 24 and 32 bits
  109. // formats which can be represented as machine integers.
  110. PFF_NATIVEENDIAN = 0x00000010
  111. };
  112. /**
  113. * @brief Types of pixel components
  114. */
  115. enum PixelComponentType
  116. {
  117. PCT_BYTE = 0, /**< Byte per component */
  118. PCT_SHORT = 1, /**< Short per component */
  119. PCT_FLOAT16 = 2, /**< 16 bit float per component */
  120. PCT_FLOAT32 = 3, /**< 32 bit float per component */
  121. PCT_COUNT = 4 /**< Number of pixel types */
  122. };
  123. /**
  124. * @brief A buffer describing a volume (3D), image (2D) or line (1D) of pixels in memory.
  125. * Pixels are stored as a succession of "depth" slices, each containing "height" rows of
  126. * "width" pixels.
  127. *
  128. * As any GpuResourceData this is used primarily for reading and writing from/to a GPU resource,
  129. * and is normally constructed by the resource itself. However you may still construct it manually
  130. * and use it for other purposes if needed.
  131. *
  132. * @note You must call allocateInternalBuffer or set the buffer in some other way before reading/writing
  133. * from this object.
  134. *
  135. * @see GpuResourceData
  136. */
  137. class BS_CORE_EXPORT PixelData : public GpuResourceData
  138. {
  139. public:
  140. PixelData() {}
  141. ~PixelData() {}
  142. /**
  143. * @brief Constructs a new object with an internal buffer capable of holding "extents" volume of pixels,
  144. * where each pixel is of the specified pixel format. Extent offsets are also stored, but are not used
  145. * internally.
  146. */
  147. PixelData(const PixelVolume &extents, PixelFormat pixelFormat)
  148. :mExtents(extents), mFormat(pixelFormat)
  149. {
  150. setConsecutive();
  151. }
  152. /**
  153. * @brief Constructs a new object with an internal buffer capable of holding volume of pixels described by
  154. * provided width, height and depth, where each pixel is of the specified pixel format.
  155. */
  156. PixelData(UINT32 width, UINT32 height, UINT32 depth, PixelFormat pixelFormat)
  157. : mExtents(0, 0, 0, width, height, depth), mFormat(pixelFormat)
  158. {
  159. setConsecutive();
  160. }
  161. PixelData(const PixelData& copy);
  162. PixelData& operator=(const PixelData& rhs);
  163. /**
  164. * @brief Returns the number of pixels that offsets one row from another. This can be
  165. * "width", but doesn't have to be as some buffers require padding.
  166. */
  167. UINT32 getRowPitch() const { return mRowPitch; }
  168. /**
  169. * @brief Returns the number of pixels that offsets one depth slice from another. This can be
  170. * "width * height", but doesn't have to be as some buffers require padding.
  171. */
  172. UINT32 getSlicePitch() const { return mSlicePitch; }
  173. /**
  174. * @brief Sets the pitch (in pixels) that determines offset between rows of the pixel buffer.
  175. * Call this before allocating the buffer.
  176. */
  177. void setRowPitch(UINT32 rowPitch) { mRowPitch = rowPitch; }
  178. /**
  179. * @brief Sets the pitch (in pixels) that determines offset between depth slices of the pixel buffer.
  180. * Call this before allocating the buffer.
  181. */
  182. void setSlicePitch(UINT32 slicePitch) { mSlicePitch = slicePitch; }
  183. /**
  184. * @brief Returns the number of extra pixels in a row (non-zero only if rows are not
  185. * consecutive (row pitch is larger than width)).
  186. */
  187. UINT32 getRowSkip() const { return mRowPitch - getWidth(); }
  188. /**
  189. * @brief Returns the number of extra pixels in a depth slice (non-zero only if
  190. * slices aren't consecutive (slice pitch is larger than width*height).
  191. */
  192. UINT32 getSliceSkip() const { return mSlicePitch - (getHeight() * mRowPitch); }
  193. /**
  194. * @brief Returns the pixel format used by the internal buffer for storing the pixels.
  195. */
  196. PixelFormat getFormat() const { return mFormat; }
  197. /**
  198. * @brief Returns width of the buffer in pixels.
  199. */
  200. UINT32 getWidth() const { return mExtents.getWidth(); }
  201. /**
  202. * @brief Returns height of the buffer in pixels.
  203. */
  204. UINT32 getHeight() const { return mExtents.getHeight(); }
  205. /**
  206. * @brief Returns depth of the buffer in pixels.
  207. */
  208. UINT32 getDepth() const { return mExtents.getDepth(); }
  209. /**
  210. * @brief Returns left-most start of the pixel volume. This value is not used internally in any way.
  211. * It is just passed through from the constructor.
  212. */
  213. UINT32 getLeft() const { return mExtents.left; }
  214. /**
  215. * @brief Returns right-most end of the pixel volume. This value is not used internally in any way.
  216. * It is just passed through from the constructor.
  217. */
  218. UINT32 getRight() const { return mExtents.right; }
  219. /**
  220. * @brief Returns top-most start of the pixel volume. This value is not used internally in any way.
  221. * It is just passed through from the constructor.
  222. */
  223. UINT32 getTop() const { return mExtents.top; }
  224. /**
  225. * @brief Returns bottom-most end of the pixel volume. This value is not used internally in any way.
  226. * It is just passed through from the constructor.
  227. */
  228. UINT32 getBottom() const { return mExtents.bottom; }
  229. /**
  230. * @brief Returns front-most start of the pixel volume. This value is not used internally in any way.
  231. * It is just passed through from the constructor.
  232. */
  233. UINT32 getFront() const { return mExtents.front; }
  234. /**
  235. * @brief Returns back-most end of the pixel volume. This value is not used internally in any way.
  236. * It is just passed through from the constructor.
  237. */
  238. UINT32 getBack() const { return mExtents.back; }
  239. /**
  240. * @brief Returns extents of the pixel volume this object is capable of holding.
  241. */
  242. PixelVolume getExtents() const { return mExtents; }
  243. /**
  244. * @brief Return whether this buffer is laid out consecutive in memory
  245. * (i.e. the pitches are equal to the dimensions).
  246. */
  247. bool isConsecutive() const
  248. {
  249. return mRowPitch == getWidth() && mSlicePitch == getWidth()*getHeight();
  250. }
  251. /**
  252. * @brief Return the size (in bytes) this image would take if it was
  253. * laid out consecutive in memory.
  254. */
  255. UINT32 getConsecutiveSize() const;
  256. /**
  257. * @brief Return the size (in bytes) of the buffer this image requires.
  258. */
  259. UINT32 getSize() const;
  260. /**
  261. * @brief Returns pixel data containing a sub-volume of this object. Returned
  262. * data will not have its own buffer, but will instead point to this one.
  263. * It is up to the caller to ensure this object outlives any sub-volume objects.
  264. */
  265. PixelData getSubVolume(const PixelVolume &def) const;
  266. /**
  267. * @brief Returns pixel color at the specified coordinates.
  268. */
  269. Color getColorAt(UINT32 x, UINT32 y, UINT32 z = 0);
  270. /**
  271. * @brief Sets the pixel color at the specified coordinates.
  272. */
  273. void setColorAt(Color const &cv, UINT32 x, UINT32 y, UINT32 z = 0);
  274. private:
  275. /**
  276. * @brief Set the rowPitch and slicePitch so that the buffer is laid out consecutive
  277. * in memory. Does not actually modify the buffer itself.
  278. */
  279. void setConsecutive()
  280. {
  281. mRowPitch = getWidth();
  282. mSlicePitch = getWidth()*getHeight();
  283. }
  284. /**
  285. * @brief Returns the needed size of the internal buffer, in bytes.
  286. */
  287. UINT32 getInternalBufferSize();
  288. private:
  289. PixelVolume mExtents;
  290. PixelFormat mFormat;
  291. UINT32 mRowPitch;
  292. UINT32 mSlicePitch;
  293. /************************************************************************/
  294. /* SERIALIZATION */
  295. /************************************************************************/
  296. public:
  297. friend class PixelDataRTTI;
  298. static RTTITypeBase* getRTTIStatic();
  299. virtual RTTITypeBase* getRTTI() const;
  300. };
  301. }