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