BsPixelData.h 15 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 alpha, red, green and blue. */
  27. PF_A8R8G8B8 = 5,
  28. /** 32-bit pixel format, 8 bits for blue, green, red and alpha. */
  29. PF_A8B8G8R8 = 6,
  30. /** 32-bit pixel format, 8 bits for blue, green, red and alpha. */
  31. PF_B8G8R8A8 = 7,
  32. /** 32-bit pixel format, 8 bits for red, green, blue and alpha. */
  33. PF_R8G8B8A8 = 8,
  34. /**
  35. * 32-bit pixel format, 8 bits for red, 8 bits for green, 8 bits for blue. Like PF_A8R8G8B8, but alpha will get
  36. * discarded.
  37. */
  38. PF_X8R8G8B8 = 9,
  39. /**
  40. * 32-bit pixel format, 8 bits for blue, 8 bits for green, 8 bits for red. Like PF_A8B8G8R8, but alpha will get
  41. * discarded.
  42. */
  43. PF_X8B8G8R8 = 10,
  44. /**
  45. * 32-bit pixel format, 8 bits for red, 8 bits for green, 8 bits for blue. Like PF_R8G8B8A8, but alpha will get
  46. * discarded.
  47. */
  48. PF_R8G8B8X8 = 11,
  49. /** 32-bit pixel format, 8 bits for blue, 8 bits for green, 8 bits for red. */
  50. /** Like PF_B8G8R8A8, but alpha will get discarded. */
  51. PF_B8G8R8X8 = 12,
  52. /** 24-bit pixel format, 8 bits for red, green and blue. */
  53. PF_BYTE_RGB = PF_R8G8B8,
  54. /** 24-bit pixel format, 8 bits for blue, green and red. */
  55. PF_BYTE_BGR = PF_B8G8R8,
  56. /** 32-bit pixel format, 8 bits for blue, green, red and alpha. */
  57. PF_BYTE_BGRA = PF_B8G8R8A8,
  58. /** 32-bit pixel format, 8 bits for red, green, blue and alpha. */
  59. PF_BYTE_RGBA = PF_R8G8B8A8,
  60. /** DXT1/BC1 format containing opaque RGB or 1-bit alpha RGB. 4 bits per pixel. */
  61. PF_BC1 = 13,
  62. /** DXT3/BC2 format containing RGB with premultiplied alpha. 4 bits per pixel. */
  63. PF_BC1a = 14,
  64. /** DXT3/BC2 format containing RGB with explicit alpha. 8 bits per pixel. */
  65. PF_BC2 = 15,
  66. /** DXT5/BC2 format containing RGB with explicit alpha. 8 bits per pixel. Better alpha gradients than BC2. */
  67. PF_BC3 = 16,
  68. /** One channel compressed format. 4 bits per pixel. */
  69. PF_BC4 = 17,
  70. /** Two channel compressed format. 8 bits per pixel. */
  71. PF_BC5 = 18,
  72. /** Format storing RGB in half (16-bit) floating point format usable for HDR. 8 bits per pixel. */
  73. PF_BC6H = 19,
  74. /**
  75. * Format storing RGB with optional alpha channel. Similar to BC1/BC2/BC3 formats but with higher quality and
  76. * higher decompress overhead. 8 bits per pixel.
  77. */
  78. PF_BC7 = 20,
  79. /** 16-bit pixel format, 16 bits (float) for red. */
  80. PF_FLOAT16_R = 21,
  81. /** 32-bit, 2-channel s10e5 floating point pixel format, 16-bit red, 16-bit green. */
  82. PF_FLOAT16_RG = 22,
  83. /** 48-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue. */
  84. PF_FLOAT16_RGB = 23,
  85. /**
  86. * 64-bit pixel format, 16 bits (float) for red, 16 bits (float) for green, 16 bits (float) for blue, 16 bits
  87. * (float) for alpha.
  88. */
  89. PF_FLOAT16_RGBA = 24,
  90. /** 32-bit pixel format, 32 bits (float) for red. */
  91. PF_FLOAT32_R = 25,
  92. /** 64-bit, 2-channel floating point pixel format, 32-bit red, 32-bit green. */
  93. PF_FLOAT32_RG = 26,
  94. /** 96-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue. */
  95. PF_FLOAT32_RGB = 27,
  96. /**
  97. * 128-bit pixel format, 32 bits (float) for red, 32 bits (float) for green, 32 bits (float) for blue, 32 bits
  98. * (float) for alpha.
  99. */
  100. PF_FLOAT32_RGBA = 28,
  101. /** Depth stencil format, 32bit depth, 8bit stencil + 24 unused. */
  102. PF_D32_S8X24 = 29,
  103. /** Depth stencil fomrat, 24bit depth + 8bit stencil. */
  104. PF_D24S8 = 30,
  105. /** Depth format, 32bits. */
  106. PF_D32 = 31,
  107. /** Depth format, 16bits. */
  108. PF_D16 = 32,
  109. /**
  110. * 32-bit float format, 11 bits (float) for red, 11 bits (float) for green, 10 bits (float) for blue. Framebuffer
  111. * only format, not for CPU use.
  112. */
  113. PF_FLOAT_R11G11B10 = 33,
  114. /**
  115. * 32-bit unsigned normalized format, 10 bits (float) for red, 10 bits (float) for green, 10 bits (float) for blue,
  116. * and two bits for alpha. Framebuffer only format, not for CPU use.
  117. */
  118. PF_UNORM_R10G10B10A2 = 34,
  119. /** Number of pixel formats currently defined. */
  120. PF_COUNT = 35
  121. };
  122. typedef Vector<PixelFormat> PixelFormatList;
  123. /** Flags defining some properties of pixel formats. */
  124. enum PixelFormatFlags {
  125. /** This format has an alpha channel. */
  126. PFF_HASALPHA = 0x00000001,
  127. /**
  128. * This format is compressed. This invalidates the values in elemBytes, elemBits and the bit counts as these might
  129. * not be fixed in a compressed format.
  130. */
  131. PFF_COMPRESSED = 0x00000002,
  132. /** This is a floating point format. */
  133. PFF_FLOAT = 0x00000004,
  134. /** This is a depth format (for depth textures). */
  135. PFF_DEPTH = 0x00000008,
  136. /**
  137. * Format is in native endian. Generally true for the 16, 24 and 32 bits formats which can be represented as
  138. * machine integers.
  139. */
  140. PFF_NATIVEENDIAN = 0x00000010
  141. };
  142. /** Types used for individual components of a pixel. */
  143. enum PixelComponentType
  144. {
  145. PCT_BYTE = 0, /**< Byte per component */
  146. PCT_SHORT = 1, /**< Short per component */
  147. PCT_FLOAT16 = 2, /**< 16 bit float per component */
  148. PCT_FLOAT32 = 3, /**< 32 bit float per component */
  149. PCT_PACKED_R11G11B10 = 4, /**< 11 bits for first two components, 10 for third component. */
  150. PCT_PACKED_R10G10B10A2 = 5, /**< 10 bits for first three components, 2 bits for last component */
  151. PCT_COUNT = 4 /**< Number of pixel types */
  152. };
  153. /**
  154. * A buffer describing a volume (3D), image (2D) or line (1D) of pixels in memory. Pixels are stored as a succession
  155. * of "depth" slices, each containing "height" rows of "width" pixels.
  156. *
  157. * @note
  158. * If using the constructor instead of create() you must call GpuResourceData::allocateInternalBuffer or set the buffer
  159. * in some other way before reading/writing from this object, as by the default there is no buffer allocated.
  160. *
  161. * @see GpuResourceData
  162. */
  163. class BS_CORE_EXPORT PixelData : public GpuResourceData
  164. {
  165. public:
  166. PixelData();
  167. ~PixelData() {}
  168. /**
  169. * Constructs a new object with an internal buffer capable of holding "extents" volume of pixels, where each pixel
  170. * is of the specified pixel format. Extent offsets are also stored, but are not used internally.
  171. */
  172. PixelData(const PixelVolume& extents, PixelFormat pixelFormat);
  173. /**
  174. * Constructs a new object with an internal buffer capable of holding volume of pixels described by provided width,
  175. * height and depth, where each pixel is of the specified pixel format.
  176. */
  177. PixelData(UINT32 width, UINT32 height, UINT32 depth, PixelFormat pixelFormat);
  178. PixelData(const PixelData& copy);
  179. PixelData& operator=(const PixelData& rhs);
  180. /**
  181. * Returns the number of pixels that offsets one row from another. This can be "width", but doesn't have to be as
  182. * some buffers require padding.
  183. */
  184. UINT32 getRowPitch() const { return mRowPitch; }
  185. /**
  186. * Returns the number of pixels that offsets one depth slice from another. This can be "width * height", but
  187. * doesn't have to be as some buffers require padding.
  188. */
  189. UINT32 getSlicePitch() const { return mSlicePitch; }
  190. /**
  191. * Sets the pitch (in pixels) that determines offset between rows of the pixel buffer. Call this before allocating
  192. * the buffer.
  193. */
  194. void setRowPitch(UINT32 rowPitch) { mRowPitch = rowPitch; }
  195. /**
  196. * Sets the pitch (in pixels) that determines offset between depth slices of the pixel buffer. Call this before
  197. * allocating the buffer.
  198. */
  199. void setSlicePitch(UINT32 slicePitch) { mSlicePitch = slicePitch; }
  200. /**
  201. * Returns the number of extra pixels in a row (non-zero only if rows are not consecutive (row pitch is larger
  202. * than width)).
  203. */
  204. UINT32 getRowSkip() const { return mRowPitch - getWidth(); }
  205. /**
  206. * Returns the number of extra pixels in a depth slice (non-zero only if slices aren't consecutive (slice pitch is
  207. * larger than width*height).
  208. */
  209. UINT32 getSliceSkip() const { return mSlicePitch - (getHeight() * mRowPitch); }
  210. /** Returns the pixel format used by the internal buffer for storing the pixels. */
  211. PixelFormat getFormat() const { return mFormat; }
  212. /** Returns width of the buffer in pixels. */
  213. UINT32 getWidth() const { return mExtents.getWidth(); }
  214. /** Returns height of the buffer in pixels. */
  215. UINT32 getHeight() const { return mExtents.getHeight(); }
  216. /** Returns depth of the buffer in pixels. */
  217. UINT32 getDepth() const { return mExtents.getDepth(); }
  218. /**
  219. * Returns left-most start of the pixel volume. This value is not used internally in any way. It is just passed
  220. * through from the constructor.
  221. */
  222. UINT32 getLeft() const { return mExtents.left; }
  223. /**
  224. * Returns right-most end of the pixel volume. This value is not used internally in any way. It is just passed
  225. * through from the constructor.
  226. */
  227. UINT32 getRight() const { return mExtents.right; }
  228. /**
  229. * Returns top-most start of the pixel volume. This value is not used internally in any way. It is just passed
  230. * through from the constructor.
  231. */
  232. UINT32 getTop() const { return mExtents.top; }
  233. /**
  234. * Returns bottom-most end of the pixel volume. This value is not used internally in any way. It is just passed
  235. * through from the constructor.
  236. */
  237. UINT32 getBottom() const { return mExtents.bottom; }
  238. /**
  239. * Returns front-most start of the pixel volume. This value is not used internally in any way. It is just passed
  240. * through from the constructor.
  241. */
  242. UINT32 getFront() const { return mExtents.front; }
  243. /**
  244. * Returns back-most end of the pixel volume. This value is not used internally in any way. It is just passed
  245. * through from the constructor.
  246. */
  247. UINT32 getBack() const { return mExtents.back; }
  248. /** Returns extents of the pixel volume this object is capable of holding. */
  249. PixelVolume getExtents() const { return mExtents; }
  250. /**
  251. * Return whether this buffer is laid out consecutive in memory (meaning the pitches are equal to the dimensions).
  252. */
  253. bool isConsecutive() const
  254. {
  255. return mRowPitch == getWidth() && mSlicePitch == getWidth()*getHeight();
  256. }
  257. /** Return the size (in bytes) this image would take if it was laid out consecutive in memory. */
  258. UINT32 getConsecutiveSize() const;
  259. /** Return the size (in bytes) of the buffer this image requires. */
  260. UINT32 getSize() const;
  261. /**
  262. * Returns pixel data containing a sub-volume of this object. Returned data will not have its own buffer, but will
  263. * instead point to this one. It is up to the caller to ensure this object outlives any sub-volume objects.
  264. */
  265. PixelData getSubVolume(const PixelVolume &def) const;
  266. /** Returns pixel color at the specified coordinates. */
  267. Color getColorAt(UINT32 x, UINT32 y, UINT32 z = 0) const;
  268. /** Sets the pixel color at the specified coordinates. */
  269. void setColorAt(const Color& color, UINT32 x, UINT32 y, UINT32 z = 0);
  270. /**
  271. * Converts all the internal data into an array of colors. Array is mapped as such:
  272. * arrayIdx = x + y * width + z * width * height.
  273. */
  274. Vector<Color> getColors() const;
  275. /**
  276. * Initializes the internal buffer with the provided set of colors. The array should be of width * height * depth
  277. * size and mapped as such: arrayIdx = x + y * width + z * width * height.
  278. */
  279. void setColors(const Vector<Color>& colors);
  280. /**
  281. * Initializes the internal buffer with the provided set of colors. The array should be of
  282. * width * height * depth size and mapped as such: arrayIdx = x + y * width + z * width * height.
  283. */
  284. void setColors(Color* colors, UINT32 numElements);
  285. /**
  286. * Decodes data stored in a depth texture at the specified pixel coordinates, and outputs a floating point depth
  287. * value in range [0, 1].
  288. */
  289. float getDepthAt(UINT32 x, UINT32 y, UINT32 z = 0) const;
  290. /** Sets a depth value in range [0, 1] at the specified pixel coordinates. */
  291. void setDepthAt(float depth, UINT32 x, UINT32 y, UINT32 z = 0);
  292. /**
  293. * Converts all the internal data into an array of float. Array is mapped as such:
  294. * arrayIdx = x + y * width + z * width * height.
  295. */
  296. Vector<float> getDepths() const;
  297. /**
  298. * Constructs a new object with an internal buffer capable of holding "extents" volume of pixels, where each pixel
  299. * is of the specified pixel format. Extent offsets are also stored, but are not used internally.
  300. */
  301. static SPtr<PixelData> create(const PixelVolume &extents, PixelFormat pixelFormat);
  302. /**
  303. * Constructs a new object with an internal buffer capable of holding volume of pixels described by provided width,
  304. * height and depth, where each pixel is of the specified pixel format.
  305. */
  306. static SPtr<PixelData> create(UINT32 width, UINT32 height, UINT32 depth, PixelFormat pixelFormat);
  307. private:
  308. /**
  309. * Initializes the internal buffer with the provided set of colors. The array should be of width * height * depth
  310. * size and mapped as such: arrayIdx = x + y * width + z * width * height.
  311. *
  312. * @note A generic method that is reused in other more specific setColors() calls.
  313. */
  314. template<class T>
  315. void setColorsInternal(const T& colors, UINT32 numElements);
  316. /** Returns the needed size of the internal buffer, in bytes. */
  317. UINT32 getInternalBufferSize() const override;
  318. private:
  319. PixelVolume mExtents;
  320. PixelFormat mFormat;
  321. UINT32 mRowPitch;
  322. UINT32 mSlicePitch;
  323. /************************************************************************/
  324. /* SERIALIZATION */
  325. /************************************************************************/
  326. public:
  327. friend class PixelDataRTTI;
  328. static RTTITypeBase* getRTTIStatic();
  329. RTTITypeBase* getRTTI() const override;
  330. };
  331. /** @} */
  332. }