nitro-engine/include/NETexture.h
Antonio Niño Díaz b3440e9526 library: Rename some functions for consistency
NE_MaterialClone() clones everything, not just the texture.

NE_MaterialSetPalette() sets the palette of the material, not the
palette of the texture (different materials may use the same texture but
different palettes.
2022-10-25 23:45:03 +01:00

328 lines
12 KiB
C

// 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 <nds.h>
#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__