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