/* =========================================================================== 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 . 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__