2020-01-03 20:05:16 +01:00
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_TEXTURE_H_INCLUDED__
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#define __I_TEXTURE_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "IImage.h"
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#include "dimension2d.h"
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#include "EDriverTypes.h"
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#include "path.h"
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#include "matrix4.h"
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namespace irr
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{
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namespace video
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{
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//! Enumeration flags used to tell the video driver with setTextureCreationFlag in which format textures should be created.
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enum E_TEXTURE_CREATION_FLAG
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{
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/** Forces the driver to create 16 bit textures always, independent of
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which format the file on disk has. When choosing this you may lose
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some color detail, but gain much speed and memory. 16 bit textures can
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be transferred twice as fast as 32 bit textures and only use half of
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the space in memory.
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When using this flag, it does not make sense to use the flags
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ETCF_ALWAYS_32_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or
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ETCF_OPTIMIZED_FOR_SPEED at the same time.
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Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
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ETCF_ALWAYS_16_BIT = 0x00000001,
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/** Forces the driver to create 32 bit textures always, independent of
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which format the file on disk has. Please note that some drivers (like
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the software device) will ignore this, because they are only able to
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create and use 16 bit textures.
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Default is true.
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When using this flag, it does not make sense to use the flags
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ETCF_ALWAYS_16_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or
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ETCF_OPTIMIZED_FOR_SPEED at the same time.
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Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
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ETCF_ALWAYS_32_BIT = 0x00000002,
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/** Lets the driver decide in which format the textures are created and
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tries to make the textures look as good as possible. Usually it simply
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chooses the format in which the texture was stored on disk.
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When using this flag, it does not make sense to use the flags
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ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_SPEED at
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the same time.
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Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
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ETCF_OPTIMIZED_FOR_QUALITY = 0x00000004,
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/** Lets the driver decide in which format the textures are created and
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tries to create them maximizing render speed.
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When using this flag, it does not make sense to use the flags
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ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_QUALITY,
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at the same time.
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Not all texture formats are affected (usually those up to ECF_A8R8G8B8). */
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ETCF_OPTIMIZED_FOR_SPEED = 0x00000008,
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/** Creates textures with mipmap levels.
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If disabled textures can not have mipmaps.
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Default is true. */
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ETCF_CREATE_MIP_MAPS = 0x00000010,
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/** Discard any alpha layer and use non-alpha color format.
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Warning: This may lead to getting 24-bit texture formats which
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are often badly supported by drivers. So it's generally
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not recommended to enable this flag. */
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ETCF_NO_ALPHA_CHANNEL = 0x00000020,
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//! Allow the Driver to use Non-Power-2-Textures
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/** BurningVideo can handle Non-Power-2 Textures in 2D (GUI), but not in 3D. */
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ETCF_ALLOW_NON_POWER_2 = 0x00000040,
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//! Allow the driver to keep a copy of the texture in memory
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/** Enabling this makes calls to ITexture::lock a lot faster, but costs main memory.
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Currently only used in combination with OpenGL drivers.
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NOTE: Disabling this does not yet work correctly with alpha-textures.
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So the default is on for now (but might change with Irrlicht 1.9 if we get the alpha-troubles fixed).
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*/
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ETCF_ALLOW_MEMORY_COPY = 0x00000080,
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//! Enable automatic updating mip maps when the base texture changes.
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/** Default is true.
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This flag is only used when ETCF_CREATE_MIP_MAPS is also enabled and if the driver supports it.
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Please note:
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- On D3D (and maybe older OGL?) you can no longer manually set mipmap data when enabled
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(for example mips from image loading will be ignored).
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- On D3D (and maybe older OGL?) texture locking for mipmap levels usually won't work anymore.
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- On new OGL this flag is ignored.
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- When disabled you do _not_ get hardware mipmaps on D3D, so mipmap generation can be slower.
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- When disabled you can still update your mipmaps when the texture changed by manually calling regenerateMipMapLevels.
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- You can still call regenerateMipMapLevels when this flag is enabled (it will be a hint on d3d to update mips immediately)
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*/
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ETCF_AUTO_GENERATE_MIP_MAPS = 0x00000100,
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2021-08-26 23:57:27 +02:00
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//! Enable support for vertex shader texture sampling on some drivers
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/** Default is false.
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This adds a small costs to all texture switches.
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Currently only affects D3D9.
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On OpenGL vertex shaders use the same texture unit as pixel shaders, so support there only depends on GL version and not on this flag
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*/
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ETCF_SUPPORT_VERTEXT_TEXTURE = 0x00000200,
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2020-01-03 20:05:16 +01:00
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/** This flag is never used, it only forces the compiler to compile
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these enumeration values to 32 bit. */
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ETCF_FORCE_32_BIT_DO_NOT_USE = 0x7fffffff
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};
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//! Enum for the mode for texture locking. Read-Only, write-only or read/write.
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enum E_TEXTURE_LOCK_MODE
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{
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//! The default mode. Texture can be read and written to.
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ETLM_READ_WRITE = 0,
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//! Read only. The texture is downloaded, but not uploaded again.
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/** Often used to read back shader generated textures. */
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ETLM_READ_ONLY,
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//! Write only. The texture is not downloaded and might be uninitialized.
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/** The updated texture is uploaded to the GPU.
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Used for initializing the shader from the CPU. */
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ETLM_WRITE_ONLY
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};
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//! Additional bitflags for ITexture::lock() call
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enum E_TEXTURE_LOCK_FLAGS
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{
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ETLF_NONE = 0,
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//! Flip left-bottom origin rendertarget textures upside-down
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/** Irrlicht usually has all textures with left-top as origin.
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And for drivers with a left-bottom origin coordinate system (OpenGL)
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Irrlicht modifies the texture-matrix in the fixed function pipeline to make
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the textures show up correctly (shader coders have to handle upside down
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textures themselves).
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But rendertarget textures (RTT's) are written by drivers the way the
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coordinate system of that driver works. So on OpenGL images tend to look
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upside down (aka Y coordinate going up) on lock() when this flag isn't set.
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When the flag is set it will flip such textures on lock() to make them look
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like non-rtt textures (origin left-top). Note that this also means the texture
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will be uploaded flipped on unlock. So mostly you want to have this flag set
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when you want to look at the texture or save it, but unset if you want to
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upload it again to the card.
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If you disable this flag you get the memory just as it is on the graphic card.
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For backward compatibility reasons this flag is enabled by default. */
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ETLF_FLIP_Y_UP_RTT = 1
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};
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//! Where did the last IVideoDriver::getTexture call find this texture
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enum E_TEXTURE_SOURCE
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{
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//! IVideoDriver::getTexture was never called (texture created otherwise)
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ETS_UNKNOWN,
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//! Texture has been found in cache
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ETS_FROM_CACHE,
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//! Texture had to be loaded
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ETS_FROM_FILE
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};
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//! Enumeration describing the type of ITexture.
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enum E_TEXTURE_TYPE
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{
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//! 2D texture.
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ETT_2D,
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//! Cubemap texture.
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ETT_CUBEMAP
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};
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//! Interface of a Video Driver dependent Texture.
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/** An ITexture is created by an IVideoDriver by using IVideoDriver::addTexture
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or IVideoDriver::getTexture. After that, the texture may only be used by this
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VideoDriver. As you can imagine, textures of the DirectX and the OpenGL device
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will, e.g., not be compatible. An exception is the Software device and the
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NULL device, their textures are compatible. If you try to use a texture
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created by one device with an other device, the device will refuse to do that
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and write a warning or an error message to the output buffer.
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*/
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class ITexture : public virtual IReferenceCounted
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{
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public:
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//! constructor
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ITexture(const io::path& name, E_TEXTURE_TYPE type) : NamedPath(name), DriverType(EDT_NULL), OriginalColorFormat(ECF_UNKNOWN),
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ColorFormat(ECF_UNKNOWN), Pitch(0), HasMipMaps(false), IsRenderTarget(false), Source(ETS_UNKNOWN), Type(type)
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{
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}
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//! Lock function.
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/** Locks the Texture and returns a pointer to access the
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pixels. After lock() has been called and all operations on the pixels
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are done, you must call unlock().
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Locks are not accumulating, hence one unlock will do for an arbitrary
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number of previous locks. You should avoid locking different levels without
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unlocking in between, though, because only the last level locked will be
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unlocked.
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The size of the i-th mipmap level is defined as max(getSize().Width>>i,1)
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and max(getSize().Height>>i,1)
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\param mode Specifies what kind of changes to the locked texture are
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allowed. Unspecified behavior will arise if texture is written in read
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only mode or read from in write only mode.
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Support for this feature depends on the driver, so don't rely on the
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texture being write-protected when locking with read-only, etc.
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\param mipmapLevel NOTE: Currently broken, sorry, we try if we can repair it for 1.9 release.
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Number of the mipmapLevel to lock. 0 is main texture.
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Non-existing levels will silently fail and return 0.
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\param layer It determines which cubemap face or texture array layer should be locked.
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\param lockFlags See E_TEXTURE_LOCK_FLAGS documentation.
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\return Returns a pointer to the pixel data. The format of the pixel can
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be determined by using getColorFormat(). 0 is returned, if
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the texture cannot be locked. */
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virtual void* lock(E_TEXTURE_LOCK_MODE mode = ETLM_READ_WRITE, u32 mipmapLevel=0, u32 layer = 0, E_TEXTURE_LOCK_FLAGS lockFlags = ETLF_FLIP_Y_UP_RTT) = 0;
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//! Unlock function. Must be called after a lock() to the texture.
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/** One should avoid to call unlock more than once before another lock.
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The last locked mip level will be unlocked.
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You may want to call regenerateMipMapLevels() after this when you changed any data. */
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virtual void unlock() = 0;
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//! Regenerates the mip map levels of the texture.
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/** Required after modifying the texture, usually after calling unlock().
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\param data Optional parameter to pass in image data which will be
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used instead of the previously stored or automatically generated mipmap
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data. The data has to be a continuous pixel data for all mipmaps until
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1x1 pixel. Each mipmap has to be half the width and height of the previous
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level. At least one pixel will be always kept.
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\param layer It informs a texture about which cubemap or texture array layer
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needs mipmap regeneration. */
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virtual void regenerateMipMapLevels(void* data = 0, u32 layer = 0) = 0;
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//! Get original size of the texture.
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/** The texture is usually scaled, if it was created with an unoptimal
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size. For example if the size was not a power of two. This method
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returns the size of the texture it had before it was scaled. Can be
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useful when drawing 2d images on the screen, which should have the
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exact size of the original texture. Use ITexture::getSize() if you want
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to know the real size it has now stored in the system.
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\return The original size of the texture. */
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const core::dimension2d<u32>& getOriginalSize() const { return OriginalSize; };
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//! Get dimension (=size) of the texture.
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/** \return The size of the texture. */
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const core::dimension2d<u32>& getSize() const { return Size; };
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//! Get driver type of texture.
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/** This is the driver, which created the texture. This method is used
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internally by the video devices, to check, if they may use a texture
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because textures may be incompatible between different devices.
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\return Driver type of texture. */
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E_DRIVER_TYPE getDriverType() const { return DriverType; };
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//! Get the color format of texture.
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/** \return The color format of texture. */
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ECOLOR_FORMAT getColorFormat() const { return ColorFormat; };
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//! Get the original color format
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/** When create textures from image data we will often use different color formats.
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For example depending on driver TextureCreationFlag's.
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This can give you the original format which the image used to create the texture had */
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ECOLOR_FORMAT getOriginalColorFormat() const { return OriginalColorFormat; };
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//! Get pitch of the main texture (in bytes).
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/** The pitch is the amount of bytes used for a row of pixels in a
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texture.
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\return Pitch of texture in bytes. */
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u32 getPitch() const { return Pitch; };
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//! Check whether the texture has MipMaps
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/** \return True if texture has MipMaps, else false. */
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bool hasMipMaps() const { return HasMipMaps; }
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//! Check whether the texture is a render target
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/** Render targets can be set as such in the video driver, in order to
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render a scene into the texture. Once unbound as render target, they can
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be used just as usual textures again.
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\return True if this is a render target, otherwise false. */
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bool isRenderTarget() const { return IsRenderTarget; }
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//! Get name of texture (in most cases this is the filename)
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const io::SNamedPath& getName() const { return NamedPath; }
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//! Check where the last IVideoDriver::getTexture found this texture
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E_TEXTURE_SOURCE getSource() const { return Source; }
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//! Used internally by the engine to update Source status on IVideoDriver::getTexture calls.
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void updateSource(E_TEXTURE_SOURCE source) { Source = source; }
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//! Returns if the texture has an alpha channel
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bool hasAlpha() const
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{
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bool status = false;
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switch (ColorFormat)
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{
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case ECF_A8R8G8B8:
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case ECF_A1R5G5B5:
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case ECF_DXT1:
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case ECF_DXT2:
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case ECF_DXT3:
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case ECF_DXT4:
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case ECF_DXT5:
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case ECF_A16B16G16R16F:
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case ECF_A32B32G32R32F:
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status = true;
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break;
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default:
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break;
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}
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return status;
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}
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//! Returns the type of texture
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E_TEXTURE_TYPE getType() const { return Type; }
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protected:
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//! Helper function, helps to get the desired texture creation format from the flags.
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/** \return Either ETCF_ALWAYS_32_BIT, ETCF_ALWAYS_16_BIT,
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ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED. */
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inline E_TEXTURE_CREATION_FLAG getTextureFormatFromFlags(u32 flags)
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{
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if (flags & ETCF_OPTIMIZED_FOR_SPEED)
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return ETCF_OPTIMIZED_FOR_SPEED;
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if (flags & ETCF_ALWAYS_16_BIT)
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return ETCF_ALWAYS_16_BIT;
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|
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if (flags & ETCF_ALWAYS_32_BIT)
|
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|
|
return ETCF_ALWAYS_32_BIT;
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|
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|
if (flags & ETCF_OPTIMIZED_FOR_QUALITY)
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|
|
|
return ETCF_OPTIMIZED_FOR_QUALITY;
|
|
|
|
return ETCF_OPTIMIZED_FOR_SPEED;
|
|
|
|
}
|
|
|
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|
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|
|
io::SNamedPath NamedPath;
|
|
|
|
core::dimension2d<u32> OriginalSize;
|
|
|
|
core::dimension2d<u32> Size;
|
|
|
|
E_DRIVER_TYPE DriverType;
|
|
|
|
ECOLOR_FORMAT OriginalColorFormat;
|
|
|
|
ECOLOR_FORMAT ColorFormat;
|
|
|
|
u32 Pitch;
|
|
|
|
bool HasMipMaps;
|
|
|
|
bool IsRenderTarget;
|
|
|
|
E_TEXTURE_SOURCE Source;
|
|
|
|
E_TEXTURE_TYPE Type;
|
|
|
|
};
|
|
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|
|
|
|
|
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|
|
|
} // end namespace video
|
|
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} // end namespace irr
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#endif
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