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FlaxEngine/Source/Engine/Graphics/Textures/TextureData.h

150 lines
3.3 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Types/DataContainer.h"
#include "Engine/Graphics/Config.h"
#include "Engine/Graphics/PixelFormat.h"
/// <summary>
/// Single texture mip map entry data.
/// </summary>
class FLAXENGINE_API TextureMipData
{
public:
uint32 RowPitch;
uint32 DepthPitch;
uint32 Lines;
BytesContainer Data;
TextureMipData();
TextureMipData(const TextureMipData& other);
TextureMipData(TextureMipData&& other) noexcept;
TextureMipData& operator=(const TextureMipData& other);
TextureMipData& operator=(TextureMipData&& other) noexcept;
template<typename T>
T& Get(int32 x, int32 y)
{
return *(T*)(Data.Get() + y * RowPitch + x * sizeof(T));
}
template<typename T>
const T& Get(int32 x, int32 y) const
{
return *(const T*)(Data.Get() + y * RowPitch + x * sizeof(T));
}
};
/// <summary>
/// Texture data container (used to keep data downloaded from the GPU).
/// </summary>
class FLAXENGINE_API TextureData
{
public:
/// <summary>
/// Single entry of the texture array. Contains collection of mip maps.
/// </summary>
struct FLAXENGINE_API ArrayEntry
{
/// <summary>
/// The mip maps collection.
/// </summary>
Array<TextureMipData, FixedAllocation<GPU_MAX_TEXTURE_MIP_LEVELS>> Mips;
};
public:
/// <summary>
/// Init
/// </summary>
TextureData()
{
}
/// <summary>
/// Destructor
/// </summary>
~TextureData()
{
}
public:
/// <summary>
/// Top level texture width (in pixels).
/// </summary>
int32 Width = 0;
/// <summary>
/// Top level texture height (in pixels).
/// </summary>
int32 Height = 0;
/// <summary>
/// Top level texture depth (in pixels).
/// </summary>
int32 Depth = 0;
/// <summary>
/// The texture data format.
/// </summary>
PixelFormat Format = PixelFormat::Unknown;
/// <summary>
/// The items collection (depth slices or array slices).
/// </summary>
Array<ArrayEntry, InlinedAllocation<6>> Items;
public:
/// <summary>
/// Gather texture data
/// </summary>
/// <param name="arrayIndex">Texture array index</param>
/// <param name="mipLevel">Mip map index</param>
/// <returns>Result data</returns>
TextureMipData* GetData(int32 arrayIndex, int32 mipLevel)
{
return &Items[arrayIndex].Mips[mipLevel];
}
/// <summary>
/// Gather texture data
/// </summary>
/// <param name="arrayIndex">Texture array index</param>
/// <param name="mipLevel">Mip map index</param>
/// <returns>Result data</returns>
const TextureMipData* GetData(int32 arrayIndex, int32 mipLevel) const
{
return &Items[arrayIndex].Mips[mipLevel];
}
/// <summary>
/// Gets amount of textures in the array
/// </summary>
int32 GetArraySize() const
{
return Items.Count();
}
/// <summary>
/// Gets amount of mip maps in the textures
/// </summary>
int32 GetMipLevels() const
{
return Items.HasItems() ? Items[0].Mips.Count() : 0;
}
/// <summary>
/// Clear data
/// </summary>
void Clear()
{
Items.Resize(0, false);
}
};