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neo/renderer/BinaryImage.h
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100
neo/renderer/BinaryImage.h
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __BINARYIMAGE_H__
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#define __BINARYIMAGE_H__
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#include "BinaryImageData.h"
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/*
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================================================
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idBinaryImage is used by the idImage class for constructing mipmapped
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textures and for loading and saving generated files by idImage.
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Also used in a memory-mapped form for imageCPU for offline megatexture
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generation.
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================================================
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*/
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class idBinaryImage {
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public:
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idBinaryImage( const char * name ) : imgName( name ) { }
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const char * GetName() const { return imgName.c_str(); }
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void SetName( const char *_name ) { imgName = _name; }
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void Load2DFromMemory( int width, int height, const byte * pic_const, int numLevels, textureFormat_t & textureFormat, textureColor_t & colorFormat, bool gammaMips );
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void LoadCubeFromMemory( int width, const byte * pics[6], int numLevels, textureFormat_t & textureFormat, bool gammaMips );
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ID_TIME_T LoadFromGeneratedFile( ID_TIME_T sourceFileTime );
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ID_TIME_T WriteGeneratedFile( ID_TIME_T sourceFileTime );
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const bimageFile_t & GetFileHeader() { return fileData; }
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int NumImages() { return images.Num(); }
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const bimageImage_t & GetImageHeader( int i ) const { return images[i]; }
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const byte * GetImageData( int i ) const { return images[i].data; }
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static void GetGeneratedFileName( idStr & gfn, const char *imageName );
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private:
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idStr imgName; // game path, including extension (except for cube maps), may be an image program
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bimageFile_t fileData;
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class idBinaryImageData : public bimageImage_t {
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public:
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byte * data;
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idBinaryImageData() : data( NULL ) { }
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~idBinaryImageData() { Free(); }
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idBinaryImageData & operator=( idBinaryImageData & other ) {
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if ( this == &other ) {
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return *this;
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}
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Alloc( other.dataSize );
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memcpy( data, other.data, other.dataSize );
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return *this;
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}
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void Free() {
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if ( data != NULL ) {
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Mem_Free( data );
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data = NULL;
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dataSize = 0;
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}
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}
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void Alloc( int size ) {
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Free();
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dataSize = size;
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data = (byte *)Mem_Alloc( size, TAG_CRAP );
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}
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};
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idList< idBinaryImageData, TAG_IDLIB_LIST_IMAGE > images;
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private:
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void MakeGeneratedFileName( idStr & gfn );
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bool LoadFromGeneratedFile( idFile * f, ID_TIME_T sourceFileTime );
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};
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#endif // __BINARYIMAGE_H__
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