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doom3-bfg/neo/renderer/BinaryImage.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
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
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
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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
{
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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 );
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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 );
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private:
idStr imgName; // game path, including extension (except for cube maps), may be an image program
bimageFile_t fileData;
class idBinaryImageData : public bimageImage_t
{
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public:
byte* data;
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idBinaryImageData() : data( NULL ) { }
~idBinaryImageData()
{
Free();
}
idBinaryImageData& operator=( idBinaryImageData& other )
{
if( this == &other )
{
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return *this;
}
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Alloc( other.dataSize );
memcpy( data, other.data, other.dataSize );
return *this;
}
void Free()
{
if( data != NULL )
{
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Mem_Free( data );
data = NULL;
dataSize = 0;
}
}
void Alloc( int size )
{
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Free();
dataSize = size;
data = ( byte* )Mem_Alloc( size, TAG_CRAP );
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}
};
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idList< idBinaryImageData, TAG_IDLIB_LIST_IMAGE > images;
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private:
void MakeGeneratedFileName( idStr& gfn );
bool LoadFromGeneratedFile( idFile* f, ID_TIME_T sourceFileTime );
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};
#endif // __BINARYIMAGE_H__