// SPDX-License-Identifier: MIT // // Copyright (c) 2008-2011, 2019, 2022 Antonio Niño Díaz // // This file is part of Nitro Engine #ifndef NE_TEXTURE_H__ #define NE_TEXTURE_H__ #include #include "NEPalette.h" /// @file NETexture.h /// @brief Texture and material functions. /// @defgroup material_system Material system /// /// Material manipulation system. A material is composed of a texture and, /// optionally, a palette. It also has diffuse, ambient, specular and emission /// properties. /// /// @{ #define NE_DEFAULT_TEXTURES 128 ///< Default max number of materials #define NE_NO_PALETTE -1 ///< Value that represents a lack of palettes /// Holds information of one material. typedef struct { int texindex; ///< Index to internal texture object u32 color; ///< Color of this material u32 diffuse; ///< Diffuse lighting material color u32 ambient; ///< Ambient lighting material color u32 specular; ///< Specular lighting material color u32 emission; ///< Emission lighting material color bool vtxcolor; ///< Set Diffuse Reflection Color as Vertex Color bool useshininess; ///< Use shininess table } NE_Material; /// Supported texture formats typedef enum { NE_A3PAL32 = 1, ///< 32 color palette, 3 bits of alpha NE_PAL4 = 2, ///< 4 color palette NE_PAL16 = 3, ///< 16 color palette NE_PAL256 = 4, ///< 256 color palette NE_COMPRESSED = 5, ///< Compressed (not supported yet) NE_A5PAL8 = 6, ///< 8 color palette, 5 bits of alpha NE_A1RGB5 = 7, ///< Direct color (5 bits per channel), 1 bit of alpha NE_RGB5 = 8 ///< Direct color (5 bits per channel), alpha set to 1 } NE_TextureFormat; /// Supported texture options typedef enum { NE_TEXTURE_WRAP_S = (1U << 16), ///< Wrap/repeat texture on S axis NE_TEXTURE_WRAP_T = (1U << 17), ///< Wrap/repeat texture on T axis NE_TEXTURE_FLIP_S = (1U << 18), ///< Flip texture on S axis when wrapping NE_TEXTURE_FLIP_T = (1U << 19), ///< Flip texture on T axis when wrapping NE_TEXTURE_COLOR0_TRANSPARENT = (1U << 29), ///< Make palette index 0 transparent NE_TEXGEN_OFF = (0U << 30), ///< Don't modify texture coordinates NE_TEXGEN_TEXCOORD = (1U << 30), ///< Multiply coordinates by texture matrix NE_TEXGEN_NORMAL = (2U << 30), ///< Texcoords = Normal * texture matrix (spherical reflection) NE_TEXGEN_POSITION = (3U << 30) ///< Texcoords = Vertex * texture matrix } NE_TextureFlags; /// Creates a new material object. /// /// @return Pointer to the newly created material. NE_Material *NE_MaterialCreate(void); /// Applies a color to a material. /// /// Note that the color will only be displayed if no normal commands are used. /// Any model with normals will ignore this color. /// /// @param tex Material. /// @param color Color. void NE_MaterialColorSet(NE_Material *tex, u32 color); /// Removes the color of a material (sets it back to white). /// /// @param tex Material. void NE_MaterialColorDelete(NE_Material *tex); /// Loads a texture from the filesystem and assigns it to a material object. /// /// The sizes don't need to be a power of two, but it will be much more /// efficient if the width is a power of two. Textures with a non-power-of-two /// width need to be resized manually, and they don't save any VRAM when loaded. /// Textures with a non-power-of-two height don't need to be resized, and they /// actually save VRAM space. /// /// @param tex Material. /// @param fmt Texture format. /// @param sizeX (sizeX, sizeY) Texture size. /// @param sizeY (sizeX, sizeY) Texture size. /// @param flags Parameters of the texture. /// @param path Path of the texture file. /// @return It returns 1 on success, 0 on error. int NE_MaterialTexLoadFAT(NE_Material *tex, NE_TextureFormat fmt, int sizeX, int sizeY, NE_TextureFlags flags, char *path); /// Loads a texture from RAM and assigns it to a material object. /// /// The sizes don't need to be a power of two, but it will be much more /// efficient if the width is a power of two. Textures with a non-power-of-two /// width need to be resized manually, and they don't save any VRAM when loaded. /// Textures with a non-power-of-two height don't need to be resized, and they /// actually save VRAM space. /// /// @param tex Material. /// @param fmt Texture format. /// @param sizeX (sizeX, sizeY) Texture size. /// @param sizeY (sizeX, sizeY) Texture size. /// @param flags Parameters of the texture. /// @param texture Pointer to the texture data. /// @return It returns 1 on success, 0 on error. int NE_MaterialTexLoad(NE_Material *tex, NE_TextureFormat fmt, int sizeX, int sizeY, NE_TextureFlags flags, void *texture); /// Copies the texture of a material into another material. /// /// Unlike with models, you can delete the source and destination materials as /// desired. Nitro Engine will keep track of how many materials use any specific /// texture and palette and it will remove them when no more materials are using /// them. /// /// @param source Source. /// @param dest Destination. void NE_MaterialClone(NE_Material *source, NE_Material *dest); /// Alias of NE_MaterialClone /// /// @deprecated This definition is only present for backwards compatibility and /// it will be removed. #define NE_MaterialTexClone NE_MaterialClone /// Assigns a palette to a material. /// /// @param tex Material. /// @param pal Palette. void NE_MaterialSetPalette(NE_Material *tex, NE_Palette *pal); /// Alias of NE_MaterialSetPalette(). /// /// @deprecated This definition is only present for backwards compatibility and /// it will be removed. #define NE_MaterialTexSetPal NE_MaterialSetPalette /// Set active material to use when drawing polygons. /// /// If the pointer passed is NULL the function will disable textures and new /// polygons won't be affected by them until this function is called again with /// a valid material. /// /// @param tex Material to be used. void NE_MaterialUse(const NE_Material *tex); /// Flags to choose which VRAM banks Nitro Engine can use to allocate textures. typedef enum { NE_VRAM_A = (1 << 0), ///< Bank A NE_VRAM_B = (1 << 1), ///< Bank B NE_VRAM_C = (1 << 2), ///< Bank C NE_VRAM_D = (1 << 3), ///< Bank D NE_VRAM_AB = NE_VRAM_A | NE_VRAM_B, ///< Banks A and B NE_VRAM_AC = NE_VRAM_A | NE_VRAM_C, ///< Banks A and C NE_VRAM_AD = NE_VRAM_A | NE_VRAM_D, ///< Banks A and D NE_VRAM_BC = NE_VRAM_B | NE_VRAM_C, ///< Banks B and C NE_VRAM_BD = NE_VRAM_B | NE_VRAM_D, ///< Banks B and D NE_VRAM_CD = NE_VRAM_C | NE_VRAM_D, ///< Banks C and D NE_VRAM_ABC = NE_VRAM_A | NE_VRAM_B | NE_VRAM_C, ///< Banks A, B and C NE_VRAM_ABD = NE_VRAM_A | NE_VRAM_B | NE_VRAM_D, ///< Banks A, B and D NE_VRAM_ACD = NE_VRAM_A | NE_VRAM_C | NE_VRAM_D, ///< Banks A, C and D NE_VRAM_BCD = NE_VRAM_B | NE_VRAM_C | NE_VRAM_D, ///< Banks B, C and D NE_VRAM_ABCD = NE_VRAM_A | NE_VRAM_B | NE_VRAM_C | NE_VRAM_D, ///< All main banks } NE_VRAMBankFlags; /// Resets the material system and sets the new max number of objects. /// /// In Dual 3D mode, only VRAM A and B are available for textures. /// /// If no VRAM banks are specified in this function, all VRAM banks A to D will /// be used for textures (or just A and B in dual 3D mode). /// /// @param max_textures Max number of textures. If lower than 1, it will /// create space for NE_DEFAULT_TEXTURES. /// @param max_palettes Max number of palettes. If lower than 1, it will /// create space for NE_DEFAULT_PALETTES. /// @param bank_flags VRAM banks where Nitro Engine can allocate textures. void NE_TextureSystemReset(int max_textures, int max_palettes, NE_VRAMBankFlags bank_flags); /// Deletes a material object. /// /// @param tex Pointer to the material object. void NE_MaterialDelete(NE_Material *tex); /// Returns the available free memory for textures. /// /// Note that, even if it is all available, it may not be contiguous, so you may /// not be able to load a texture because there isn't enough space in any free /// gap. /// /// @return Returns the available memory in bytes. int NE_TextureFreeMem(void); /// Returns the percentage of available free memory for textures. /// /// @return Returns the percentage of available memory (0-100). int NE_TextureFreeMemPercent(void); /// Defragment memory used for textures. /// /// WARNING: This function is currently not working. void NE_TextureDefragMem(void); /// End texture system and free all memory used by it. void NE_TextureSystemEnd(void); /// Returns the width of a texture. /// /// This is the size given when the texture was loaded. /// /// @param tex Material. /// @return Returns the size in pixels. int NE_TextureGetSizeX(const NE_Material *tex); /// Returns the height of a texture. /// /// This is the size given when the texture was loaded. /// /// @param tex Material. /// @return Returns the size in pixels. int NE_TextureGetSizeY(const NE_Material *tex); /// Returns the real width of a texture. /// /// This is the internal size given to the GPU when the texture is used, not the /// size used to load the texture, which may have been smaller. /// /// @param tex Material. /// @return Returns the size in pixels. int NE_TextureGetRealSizeX(const NE_Material *tex); /// Returns the real height size of a texture. /// /// This is the internal size given to the GPU when the texture is used, not the /// size used to load the texture, which may have been smaller. /// /// @param tex Material. /// @return Returns the size in pixels. int NE_TextureGetRealSizeY(const NE_Material *tex); /// Sets lighting propierties of this material. /// /// @param tex Material to modify. /// @param diffuse Set diffuse color: lights that directly hits the polygon. /// @param ambient Set ambient color: lights that indirectly hit the polygon /// (reflections from the walls, etc). /// @param specular Set specular color: lights reflected towards the camera, /// like a mirror. /// @param emission Set emission color: light emitted by the polygon. /// @param vtxcolor If true, diffuse reflection will work as a color command. /// @param useshininess If true, specular reflection will use the shininess /// table. void NE_MaterialSetPropierties(NE_Material *tex, u32 diffuse, u32 ambient, u32 specular, u32 emission, bool vtxcolor, bool useshininess); /// Sets default lighting propierties of materials when they are created. /// /// @param diffuse Set diffuse color: lights that directly hits the polygon. /// @param ambient Set ambient color: lights that indirectly hit the polygon /// (reflections from the walls, etc). /// @param specular Set specular color: lights reflected towards the camera, /// like a mirror. /// @param emission Set emission color: light emitted by the polygon. /// @param vtxcolor If true, diffuse reflection will work as a color command. /// @param useshininess If true, specular reflection will use the shininess /// table. void NE_MaterialSetDefaultPropierties(u32 diffuse, u32 ambient, u32 specular, u32 emission, bool vtxcolor, bool useshininess); /// Enables modification of the specified texture. /// /// Use this during VBL. Remember to use NE_TextureDrawingEnd() when you finish. /// If you don't, the GPU won't be able to render textures to the screen. /// /// @param tex Texture to modify. /// @return Returns a pointer to the base address of the texture in VRAM. void *NE_TextureDrawingStart(const NE_Material *tex); /// Sets the specified pixel to the specified color. /// /// This only works for textures in RGBA/RGB format. /// /// Use this during VBL. /// /// @param x (x, y) Pixel coordinates. /// @param y (x, y) Pixel coordinates. /// @param color Color in RGB15. Bit 15 must be set to make the pixel visible. void NE_TexturePutPixelRGBA(u32 x, u32 y, u16 color); /// Sets the specified pixel to the specified palette color index. /// /// This only works for textures in RGB256 format. /// /// Use this during VBL. /// /// @param x (x,y) Pixel coordinates. /// @param y (x,y) Pixel coordinates. /// @param palettecolor New palette color index. void NE_TexturePutPixelRGB256(u32 x, u32 y, u8 palettecolor); /// Disables modification of textures. /// /// Use this during VBL. void NE_TextureDrawingEnd(void); /// @} #endif // NE_TEXTURE_H__