Magic_Game/src/kiwano/render/Texture.cpp

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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.
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#include <kiwano/render/Renderer.h>
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#include <kiwano/render/Texture.h>
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namespace kiwano
{
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InterpolationMode Texture::default_interpolation_mode_ = InterpolationMode::Linear;
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TexturePtr Texture::Create(String const& file_path)
{
TexturePtr ptr = new (std::nothrow) Texture;
if (ptr)
{
if (!ptr->Load(file_path))
return nullptr;
}
return ptr;
}
TexturePtr Texture::Create(Resource const& res)
{
TexturePtr ptr = new (std::nothrow) Texture;
if (ptr)
{
if (!ptr->Load(res))
return nullptr;
}
return ptr;
}
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Texture::Texture()
: interpolation_mode_(default_interpolation_mode_)
{
}
Texture::~Texture() {}
bool Texture::Load(String const& file_path)
{
Renderer::Instance().CreateTexture(*this, file_path);
return IsValid();
}
bool Texture::Load(Resource const& res)
{
Renderer::Instance().CreateTexture(*this, res);
return IsValid();
}
bool Texture::IsValid() const
{
return bitmap_ != nullptr;
}
float Texture::GetWidth() const
{
if (bitmap_)
{
return bitmap_->GetSize().width;
}
return 0;
}
float Texture::GetHeight() const
{
if (bitmap_)
{
return bitmap_->GetSize().height;
}
return 0;
}
Size Texture::GetSize() const
{
if (bitmap_)
{
auto bitmap_size = bitmap_->GetSize();
return Size{ bitmap_size.width, bitmap_size.height };
}
return Size{};
}
uint32_t Texture::GetWidthInPixels() const
{
if (bitmap_)
{
return bitmap_->GetPixelSize().width;
}
return 0;
}
uint32_t Texture::GetHeightInPixels() const
{
if (bitmap_)
{
return bitmap_->GetPixelSize().height;
}
return 0;
}
math::Vec2T<uint32_t> Texture::GetSizeInPixels() const
{
if (bitmap_)
{
auto bitmap_size = bitmap_->GetPixelSize();
return math::Vec2T<uint32_t>{ bitmap_size.width, bitmap_size.height };
}
return math::Vec2T<uint32_t>{};
}
InterpolationMode Texture::GetBitmapInterpolationMode() const
{
return interpolation_mode_;
}
void Texture::CopyFrom(TexturePtr copy_from)
{
if (IsValid() && copy_from)
{
HRESULT hr = bitmap_->CopyFromBitmap(nullptr, copy_from->GetBitmap().get(), nullptr);
win32::ThrowIfFailed(hr);
}
}
void Texture::CopyFrom(TexturePtr copy_from, Rect const& src_rect, Point const& dest_point)
{
if (IsValid() && copy_from)
{
HRESULT hr = bitmap_->CopyFromBitmap(
&D2D1::Point2U(uint32_t(dest_point.x), uint32_t(dest_point.y)), copy_from->GetBitmap().get(),
&D2D1::RectU(uint32_t(src_rect.GetLeft()), uint32_t(src_rect.GetTop()), uint32_t(src_rect.GetRight()),
uint32_t(src_rect.GetBottom())));
win32::ThrowIfFailed(hr);
}
}
void Texture::SetInterpolationMode(InterpolationMode mode)
{
interpolation_mode_ = mode;
switch (mode)
{
case InterpolationMode::Linear:
break;
case InterpolationMode::Nearest:
break;
default:
break;
}
}
D2D1_PIXEL_FORMAT Texture::GetPixelFormat() const
{
if (bitmap_)
{
return bitmap_->GetPixelFormat();
}
return D2D1_PIXEL_FORMAT();
}
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ComPtr<ID2D1Bitmap> Texture::GetBitmap() const
{
return bitmap_;
}
void Texture::SetBitmap(ComPtr<ID2D1Bitmap> bitmap)
{
bitmap_ = bitmap;
}
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void Texture::SetDefaultInterpolationMode(InterpolationMode mode)
{
default_interpolation_mode_ = mode;
}
InterpolationMode Texture::GetDefaultInterpolationMode()
{
return default_interpolation_mode_;
}
} // namespace kiwano