doom3-bfg/neo/renderer/BinaryImage.h
2012-11-26 12:58:24 -06:00

100 lines
3.8 KiB
C++

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