Magic_Game/src/kiwano/renderer/Texture.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// 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:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// 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/renderer/win32/D2DDeviceResources.h>
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#include <kiwano/core/ObjectBase.h>
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namespace kiwano
{
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class RenderTarget;
class TextureRenderTarget;
class Renderer;
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ֵģʽ
* @details <EFBFBD><EFBFBD>ֵģʽָ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>λͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ź<EFBFBD><EFBFBD><EFBFBD>תʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD>ļ<EFBFBD><EFBFBD>ʽ
*/
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enum class InterpolationMode
{
Linear, ///< ˫<><CBAB><EFBFBD>Բ<EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Χ<EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD>ؽ<EFBFBD><D8BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD>, <20><>ͼ<EFBFBD><CDBC><EFBFBD>Ŵ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ܻ<EFBFBD>ģ<EFBFBD><C4A3>
Nearest, ///< <20><><EFBFBD>ڽ<EFBFBD><DABD><EFBFBD>ֵ<EFBFBD><D6B5>ȡ<EFBFBD><C8A1><EFBFBD>ڽ<EFBFBD><DABD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>ɫֵ
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};
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KGE_DECLARE_SMART_PTR(Texture);
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
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class KGE_API Texture
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: public ObjectBase
{
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friend class RenderTarget;
friend class TextureRenderTarget;
friend class Renderer;
public:
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Texture();
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virtual ~Texture();
/// \~chinese
/// @brief <20><><EFBFBD>ر<EFBFBD><D8B1><EFBFBD><EFBFBD>ļ<EFBFBD>
bool Load(String const& file_path);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
bool Load(Resource const& res);
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/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD>Ч
bool IsValid() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float GetWidth() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD>
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float GetHeight() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
Size GetSize() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>ؿ<EFBFBD><D8BF><EFBFBD>
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uint32_t GetWidthInPixels() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>ظ߶<D8B8>
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uint32_t GetHeightInPixels() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>ش<EFBFBD>С
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math::Vec2T<uint32_t> GetSizeInPixels() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>ز<EFBFBD>ֵ<EFBFBD><D6B5>ʽ
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InterpolationMode GetBitmapInterpolationMode() const;
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD>ظ<EFBFBD>ʽ
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D2D1_PIXEL_FORMAT GetPixelFormat() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param copy_from Դ<><D4B4><EFBFBD><EFBFBD>
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void CopyFrom(TexturePtr copy_from);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param copy_from Դ<><D4B4><EFBFBD><EFBFBD>
/// @param src_rect Դ<><D4B4><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
/// @param dest_point <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF>λ<EFBFBD><CEBB>
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void CopyFrom(TexturePtr copy_from, Rect const& src_rect, Point const& dest_point);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ز<EFBFBD>ֵ<EFBFBD><D6B5>ʽ
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void SetInterpolationMode(InterpolationMode mode);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Ĭ<EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ز<EFBFBD>ֵ<EFBFBD><D6B5>ʽ
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static void SetDefaultInterpolationMode(InterpolationMode mode);
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/// \~chinese
/// @brief <20><>ȡĬ<C8A1>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ز<EFBFBD>ֵ<EFBFBD><D6B5>ʽ
static InterpolationMode GetDefaultInterpolationMode();
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private:
/// \~chinese
/// @brief <20><>ȡԴλͼ
ComPtr<ID2D1Bitmap> GetBitmap() const;
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Դλͼ
void SetBitmap(ComPtr<ID2D1Bitmap> bitmap);
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private:
ComPtr<ID2D1Bitmap> bitmap_;
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InterpolationMode interpolation_mode_;
static InterpolationMode default_interpolation_mode_;
};
}