Magic_Game/src/kiwano/renderer/Texture.h

144 lines
3.6 KiB
C++

// 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
#include <kiwano/renderer/win32/D2DDeviceResources.h>
#include <kiwano/core/ObjectBase.h>
namespace kiwano
{
class RenderTarget;
class TextureRenderTarget;
class Renderer;
/**
* \~chinese
* @brief 插值模式
* @details 插值模式指定了位图在缩放和旋转时像素颜色的计算方式
*/
enum class InterpolationMode
{
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
};
KGE_DECLARE_SMART_PTR(Texture);
/**
* \~chinese
* @brief 纹理
*/
class KGE_API Texture
: public ObjectBase
{
friend class RenderTarget;
friend class TextureRenderTarget;
friend class Renderer;
public:
Texture();
virtual ~Texture();
/// \~chinese
/// @brief 加载本地文件
bool Load(String const& file_path);
/// \~chinese
/// @brief 加载资源
bool Load(Resource const& res);
/// \~chinese
/// @brief 是否有效
bool IsValid() const;
/// \~chinese
/// @brief 获取纹理宽度
float GetWidth() const;
/// \~chinese
/// @brief 获取纹理高度
float GetHeight() const;
/// \~chinese
/// @brief 获取纹理大小
Size GetSize() const;
/// \~chinese
/// @brief 获取像素宽度
uint32_t GetWidthInPixels() const;
/// \~chinese
/// @brief 获取像素高度
uint32_t GetHeightInPixels() const;
/// \~chinese
/// @brief 获取像素大小
math::Vec2T<uint32_t> GetSizeInPixels() const;
/// \~chinese
/// @brief 获取像素插值方式
InterpolationMode GetBitmapInterpolationMode() const;
/// \~chinese
/// @brief 获取像素格式
D2D1_PIXEL_FORMAT GetPixelFormat() const;
/// \~chinese
/// @brief 拷贝纹理
/// @param copy_from 源纹理
void CopyFrom(TexturePtr copy_from);
/// \~chinese
/// @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
void CopyFrom(TexturePtr copy_from, Rect const& src_rect, Point const& dest_point);
/// \~chinese
/// @brief 设置像素插值方式
void SetInterpolationMode(InterpolationMode mode);
/// \~chinese
/// @brief 设置默认的像素插值方式
static void SetDefaultInterpolationMode(InterpolationMode mode);
/// \~chinese
/// @brief 获取默认的像素插值方式
static InterpolationMode GetDefaultInterpolationMode();
private:
/// \~chinese
/// @brief 获取源位图
ComPtr<ID2D1Bitmap> GetBitmap() const;
/// \~chinese
/// @brief 设置源位图
void SetBitmap(ComPtr<ID2D1Bitmap> bitmap);
private:
ComPtr<ID2D1Bitmap> bitmap_;
InterpolationMode interpolation_mode_;
static InterpolationMode default_interpolation_mode_;
};
}