mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
170 lines
5 KiB
C
170 lines
5 KiB
C
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _BITMAPUTILS_H_
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#define _BITMAPUTILS_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _TORQUE_TYPES_H_
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#include "platform/types.h"
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#endif
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#ifndef _GFXENUMS_H_
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#include "gfx/gfxEnums.h"
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#endif
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#ifndef _MMATHFN_H_
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#include "math/mMathFn.h"
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#endif
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extern void (*bitmapExtrude5551)(const void *srcMip, void *mip, U32 height, U32 width);
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extern void (*bitmapExtrudeRGB)(const void *srcMip, void *mip, U32 height, U32 width, U32 bpp);
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extern void (*bitmapExtrudeRGBA)(const void *srcMip, void *mip, U32 height, U32 width, U32 bpp);
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extern void (*bitmapExtrude16BitRGBA)(const void *srcMip, void *mip, U32 height, U32 width, U32 bpp);
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extern void(*bitmapExtrudeFPRGBA)(const void *srcMip, void *mip, U32 height, U32 width, U32 bpp);
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extern void(*bitmapExtrudeF32RGBA)(const void *srcMip, void *mip, U32 height, U32 width, U32 bpp);
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extern void(*bitmapResizeToOutput)(const void* src, U32 srcHeight, U32 srcWidth, void* out, U32 outHeight, U32 outWidth, U32 bpp, GFXFormat format);
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extern bool(*bitmapConvertToOutput)(U8** src, U32 pixels, GFXFormat srcFormat, GFXFormat dstFormat);
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extern void (*bitmapConvertRGB_to_5551)(U8 *src, U32 pixels);
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extern void (*bitmapConvertRGB_to_1555)(U8 *src, U32 pixels);
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extern void (*bitmapConvertRGB_to_RGBX)( U8 **src, U32 pixels );
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extern void (*bitmapConvertRGBX_to_RGB)( U8 **src, U32 pixels );
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extern void (*bitmapConvertA8_to_RGBA)( U8 **src, U32 pixels );
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//-----------------------------------------------------------------------------
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// Half <-> Float Conversion Utilities
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//-----------------------------------------------------------------------------
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inline F32 convertHalfToFloat(U16 h)
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{
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U32 sign = (h >> 15) & 0x00000001;
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U32 exp = (h >> 10) & 0x0000001F;
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U32 mant = h & 0x000003FF;
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U32 outSign = sign << 31;
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U32 outExp, outMant;
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if (exp == 0)
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{
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if (mant == 0)
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{
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// Zero
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outExp = 0;
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outMant = 0;
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}
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else
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{
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// Subnormal number -> normalize
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exp = 1;
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while ((mant & 0x00000400) == 0)
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{
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mant <<= 1;
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exp -= 1;
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}
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mant &= 0x000003FF;
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outExp = (exp + (127 - 15)) << 23;
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outMant = mant << 13;
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}
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}
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else if (exp == 31)
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{
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// Inf or NaN
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outExp = 0xFF << 23;
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outMant = mant ? (mant << 13) : 0;
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}
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else
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{
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// Normalized
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outExp = (exp + (127 - 15)) << 23;
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outMant = mant << 13;
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}
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U32 out = outSign | outExp | outMant;
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F32 result;
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dMemcpy(&result, &out, sizeof(F32));
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return result;
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}
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inline U16 convertFloatToHalf(F32 f)
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{
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U32 bits;
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dMemcpy(&bits, &f, sizeof(U32));
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U32 sign = (bits >> 16) & 0x00008000;
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U32 exp = ((bits >> 23) & 0x000000FF) - (127 - 15);
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U32 mant = bits & 0x007FFFFF;
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if (exp <= 0)
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{
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if (exp < -10)
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return (U16)sign; // Too small => 0
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mant = (mant | 0x00800000) >> (1 - exp);
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return (U16)(sign | (mant >> 13));
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}
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else if (exp == 0xFF - (127 - 15))
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{
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if (mant == 0)
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{
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// Inf
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return (U16)(sign | 0x7C00);
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}
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else
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{
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// NaN
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mant >>= 13;
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return (U16)(sign | 0x7C00 | mant | (mant == 0));
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}
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}
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else
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{
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if (exp > 30)
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{
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// Overflow => Inf
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return (U16)(sign | 0x7C00);
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}
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return (U16)(sign | (exp << 10) | (mant >> 13));
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}
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}
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// Convert a single 16-bit value (0..65535) to 8-bit (0..255)
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inline U8 convert16To8(U16 v16)
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{
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// Take the top 8 bits as approximation
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return U8(v16 >> 8);
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}
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// Convert a single 8-bit value (0..255) to 16-bit (0..65535)
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inline U16 convert8To16(U8 v8)
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{
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// Replicate into high and low byte: 0->0, 255->0xFFFF
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return (U16(v8) << 8) | v8;
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}
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inline U8 floatTo8(F32 v)
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{
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return U8(mClamp(v * 255.f, 0.f, 255.f));
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}
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#endif //_BITMAPUTILS_H_
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