Magic_Game/src/kiwano/render/Texture.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
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//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
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//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
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#include <kiwano/core/ObjectBase.h>
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#include <kiwano/core/Resource.h>
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#include <kiwano/render/DirectX/D2DDeviceResources.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(Texture);
/**
* \addtogroup Render
* @{
*/
/**
* \~chinese
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* @brief
* @details
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*/
enum class InterpolationMode
{
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Linear, ///< 双线性插值,对周围四个像素进行两次线性插值计算,在图像放大时可能会模糊
Nearest ///< 最邻近插值,取最邻近的像素点的颜色值
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};
/**
* \~chinese
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* @brief
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*/
class KGE_API Texture : public virtual ObjectBase
{
public:
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/// \~chinese
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/// @brief 从本地文件创建纹理
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static TexturePtr Create(String const& file_path);
/// \~chinese
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/// @brief 从资源创建纹理
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static TexturePtr Create(Resource const& res);
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Texture();
virtual ~Texture();
/// \~chinese
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/// @brief 加载本地文件
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bool Load(String const& file_path);
/// \~chinese
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/// @brief 加载资源
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bool Load(Resource const& res);
/// \~chinese
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/// @brief 是否有效
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bool IsValid() const;
/// \~chinese
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/// @brief 获取纹理宽度
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float GetWidth() const;
/// \~chinese
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/// @brief 获取纹理高度
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float GetHeight() const;
/// \~chinese
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/// @brief 获取纹理大小
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Size GetSize() const;
/// \~chinese
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/// @brief 获取像素宽度
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uint32_t GetWidthInPixels() const;
/// \~chinese
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/// @brief 获取像素高度
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uint32_t GetHeightInPixels() const;
/// \~chinese
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/// @brief 获取像素大小
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math::Vec2T<uint32_t> GetSizeInPixels() const;
/// \~chinese
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/// @brief 获取像素插值方式
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InterpolationMode GetBitmapInterpolationMode() const;
/// \~chinese
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/// @brief 拷贝纹理
/// @param copy_from 源纹理
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void CopyFrom(TexturePtr copy_from);
/// \~chinese
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/// @brief 拷贝纹理
/// @param copy_from 源纹理
/// @param src_rect 源纹理裁剪矩形
/// @param dest_point 拷贝至目标位置
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void CopyFrom(TexturePtr copy_from, Rect const& src_rect, Point const& dest_point);
/// \~chinese
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/// @brief 设置像素插值方式
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void SetInterpolationMode(InterpolationMode mode);
/// \~chinese
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/// @brief 设置默认的像素插值方式
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static void SetDefaultInterpolationMode(InterpolationMode mode);
/// \~chinese
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/// @brief 获取默认的像素插值方式
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static InterpolationMode GetDefaultInterpolationMode();
private:
InterpolationMode interpolation_mode_;
static InterpolationMode default_interpolation_mode_;
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#if KGE_RENDER_ENGINE == KGE_RENDER_ENGINE_DIRECTX
public:
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/// \~chinese
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/// @brief 获取源位图
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ComPtr<ID2D1Bitmap> GetBitmap() const;
/// \~chinese
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/// @brief 设置源位图
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void SetBitmap(ComPtr<ID2D1Bitmap> bitmap);
private:
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ComPtr<ID2D1Bitmap> bitmap_;
Size size_;
math::Vec2T<uint32_t> size_in_pixels_;
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#endif
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};
/** @} */
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inline bool Texture::IsValid() const
{
#if KGE_RENDER_ENGINE == KGE_RENDER_ENGINE_DIRECTX
return bitmap_ != nullptr;
#else
return false; // not supported
#endif
}
#if KGE_RENDER_ENGINE == KGE_RENDER_ENGINE_DIRECTX
inline ComPtr<ID2D1Bitmap> Texture::GetBitmap() const
{
return bitmap_;
}
inline void Texture::SetBitmap(ComPtr<ID2D1Bitmap> bitmap)
{
if (bitmap_ != bitmap)
{
bitmap_ = bitmap;
if (bitmap_)
{
auto size = bitmap_->GetSize();
auto pixel_size = bitmap_->GetPixelSize();
size_.x = size.width;
size_.y = size.height;
size_in_pixels_.x = pixel_size.width;
size_in_pixels_.y = pixel_size.height;
}
}
}
#endif
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} // namespace kiwano