/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #pragma once #ifndef QT3DS_RENDER_LOADED_TEXTURE_H #define QT3DS_RENDER_LOADED_TEXTURE_H #include "Qt3DSRender.h" #include "foundation/Qt3DSSimpleTypes.h" #include "render/Qt3DSRenderBaseTypes.h" #include "Qt3DSRenderLoadedTextureDDS.h" #include "foundation/Qt3DSRefCounted.h" #include namespace qt3ds { namespace foundation { class ISeekableIOStream; class IInStream; } } namespace qt3ds { namespace render { class IInputStreamFactory; struct STextureData { void *data; QT3DSU32 dataSizeInBytes; qt3ds::render::NVRenderTextureFormats::Enum format; STextureData() : data(NULL) , dataSizeInBytes(0) , format(qt3ds::render::NVRenderTextureFormats::Unknown) { } }; struct ExtendedTextureFormats { enum Enum { NoExtendedFormat = 0, Palettized, CustomRGB, }; }; // Utility class used for loading image data from disk. // Supports jpg, png, and dds. struct SLoadedTexture : public NVReleasable { private: ~SLoadedTexture(); public: NVAllocatorCallback &m_Allocator; QT3DSI32 width; QT3DSI32 height; QT3DSI32 components; void *data; QImage image; QT3DSU32 dataSizeInBytes; qt3ds::render::NVRenderTextureFormats::Enum format; Qt3DSDDSImage *dds; ExtendedTextureFormats::Enum m_ExtendedFormat; // Used for palettized images. void *m_Palette; QT3DSI32 m_CustomMasks[3]; int m_BitCount; char8_t m_BackgroundColor[3]; uint8_t *m_TransparencyTable; int32_t m_TransparentPaletteIndex; SLoadedTexture(NVAllocatorCallback &inAllocator) : m_Allocator(inAllocator) , width(0) , height(0) , components(0) , data(NULL) , image(0) , dataSizeInBytes(0) , format(qt3ds::render::NVRenderTextureFormats::RGBA8) , dds(NULL) , m_ExtendedFormat(ExtendedTextureFormats::NoExtendedFormat) , m_Palette(NULL) , m_BitCount(0) , m_TransparencyTable(NULL) , m_TransparentPaletteIndex(-1) { m_CustomMasks[0] = 0; m_CustomMasks[1] = 0; m_CustomMasks[2] = 0; m_BackgroundColor[0] = 0; m_BackgroundColor[1] = 0; m_BackgroundColor[2] = 0; } void setFormatFromComponents() { switch (components) { case 1: // undefined, but in this context probably luminance format = qt3ds::render::NVRenderTextureFormats::Luminance8; break; case 2: format = qt3ds::render::NVRenderTextureFormats::LuminanceAlpha8; break; case 3: format = qt3ds::render::NVRenderTextureFormats::RGB8; break; default: // fallthrough intentional case 4: format = qt3ds::render::NVRenderTextureFormats::RGBA8; break; } } void EnsureMultiplerOfFour(NVFoundationBase &inFoundation, const char *inPath); // Returns true if this image has a pixel less than 255. bool ScanForTransparency(); // Be sure to call this or risk leaking an enormous amount of memory void release() override; // Not all video cards support dxt compression. Giving the last image allows // this object to potentially reuse the memory STextureData DecompressDXTImage(int inMipMapIdx, STextureData *inOptLastImage = NULL); void ReleaseDecompressedTexture(STextureData inImage); static SLoadedTexture *Load(const QString &inPath, NVFoundationBase &inAllocator, IInputStreamFactory &inFactory, bool inFlipY = true, NVRenderContextType renderContextType = NVRenderContextValues::NullContext, bool preferKTX = false); static SLoadedTexture *LoadDDS(IInStream &inStream, QT3DSI32 flipVertical, NVFoundationBase &fnd, NVRenderContextType renderContextType); static SLoadedTexture *LoadKTX(IInStream &inStream, QT3DSI32 flipVertical, NVFoundationBase &fnd, NVRenderContextType renderContextType); static SLoadedTexture *LoadBMP(ISeekableIOStream &inStream, bool inFlipY, NVFoundationBase &inFnd, NVRenderContextType renderContextType); static SLoadedTexture *LoadGIF(ISeekableIOStream &inStream, bool inFlipY, NVFoundationBase &inFnd, NVRenderContextType renderContextType); static SLoadedTexture *LoadHDR(ISeekableIOStream &inStream, NVFoundationBase &inFnd, NVRenderContextType renderContextType); static SLoadedTexture *LoadQImage(const QString &inPath, QT3DSI32 flipVertical, NVFoundationBase &fnd, NVRenderContextType renderContextType); private: // Implemented in the bmp loader. void FreeImagePostProcess(bool inFlipY); }; } } #endif