/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef _Image_H__ #define _Image_H__ #include "OgrePrerequisites.h" #include "OgreCommon.h" #include "OgrePixelFormat.h" #include "OgreDataStream.h" namespace Ogre { enum ImageFlags { IF_COMPRESSED = 0x00000001, IF_CUBEMAP = 0x00000002, IF_3D_TEXTURE = 0x00000004 }; /** Class representing an image file. @remarks The Image class usually holds uncompressed image data and is the only object that can be loaded in a texture. Image objects handle image data decoding themselves by the means of locating the correct Codec object for each data type. @par Typically, you would want to use an Image object to load a texture when extra processing needs to be done on an image before it is loaded or when you want to blit to an existing texture. */ class _OgreExport Image { public: typedef Ogre::Box Box; typedef Ogre::Rect Rect; public: /** Standard constructor. */ Image(); /** Copy-constructor - copies all the data from the target image. */ Image( const Image &img ); /** Standard destructor. */ virtual ~Image(); /** Assignment operator - copies all the data from the target image. */ Image & operator = ( const Image & img ); /** Flips (mirrors) the image around the Y-axis. @remarks An example of an original and flipped image:
                
                originalimg
                00000000000
                00000000000
                00000000000
                00000000000
                00000000000
                ------------> flip axis
                00000000000
                00000000000
                00000000000
                00000000000
                00000000000
                originalimg
                
*/ Image & flipAroundY(); /** Flips (mirrors) the image around the X-axis. @remarks An example of an original and flipped image:
                        flip axis
                            |
                originalimg|gmilanigiro
                00000000000|00000000000
                00000000000|00000000000
                00000000000|00000000000
                00000000000|00000000000
                00000000000|00000000000
                
*/ Image & flipAroundX(); /** Stores a pointer to raw data in memory. The pixel format has to be specified. @remarks This method loads an image into memory held in the object. The pixel format will be either greyscale or RGB with an optional Alpha component. The type can be determined by calling getFormat(). @note Whilst typically your image is likely to be a simple 2D image, you can define complex images including cube maps, volume maps, and images including custom mip levels. The layout of the internal memory should be: Of course, you will never have multiple faces (cube map) and depth too. @param The data pointer @param Width of image @param Height of image @param Image Depth (in 3d images, numbers of layers, otherwhise 1) @param Pixel Format @param if memory associated with this buffer is to be destroyed with the Image object. @param the number of faces the image data has inside (6 for cubemaps, 1 otherwise) @param the number of mipmaps the image data has inside @note The memory associated with this buffer is NOT destroyed with the Image object, unless autoDelete is set to true. @remarks The size of the buffer must be numFaces*PixelUtil::getMemorySize(width, height, depth, format) */ Image& loadDynamicImage( uchar* pData, size_t uWidth, size_t uHeight, size_t depth, PixelFormat eFormat, bool autoDelete = false, size_t numFaces = 1, size_t numMipMaps = 0); /** Stores a pointer to raw data in memory. The pixel format has to be specified. @remarks This method loads an image into memory held in the object. The pixel format will be either greyscale or RGB with an optional Alpha component. The type can be determined by calling getFormat(). @note Whilst typically your image is likely to be a simple 2D image, you can define complex images including cube maps and images including custom mip levels. The layout of the internal memory should be: Of course, you will never have multiple faces (cube map) and depth too. @param The data pointer @param Width of image @param Height of image @param Pixel Format @note The memory associated with this buffer is NOT destroyed with the Image object. @remarks This function is deprecated; one should really use the Image::loadDynamicImage(pData, width, height, depth, format, ...) to be compatible with future Ogre versions. */ Image& loadDynamicImage( uchar* pData, size_t uWidth, size_t uHeight, PixelFormat eFormat) { return loadDynamicImage(pData, uWidth, uHeight, 1, eFormat); } /** Loads raw data from a stream. See the function loadDynamicImage for a description of the parameters. @remarks The size of the buffer must be numFaces*PixelUtil::getMemorySize(width, height, depth, format) @note Whilst typically your image is likely to be a simple 2D image, you can define complex images including cube maps and images including custom mip levels. The layout of the internal memory should be: Of course, you will never have multiple faces (cube map) and depth too. */ Image & loadRawData( DataStreamPtr& stream, size_t uWidth, size_t uHeight, size_t uDepth, PixelFormat eFormat, size_t numFaces = 1, size_t numMipMaps = 0); /** Loads raw data from a stream. The pixel format has to be specified. @remarks This function is deprecated; one should really use the Image::loadRawData(stream, width, height, depth, format, ...) to be compatible with future Ogre versions. @note Whilst typically your image is likely to be a simple 2D image, you can define complex images including cube maps and images including custom mip levels. The layout of the internal memory should be: Of course, you will never have multiple faces (cube map) and depth too. */ Image & loadRawData( DataStreamPtr& stream, size_t uWidth, size_t uHeight, PixelFormat eFormat ) { return loadRawData(stream, uWidth, uHeight, 1, eFormat); } /** Loads an image file. @remarks This method loads an image into memory. Any format for which and associated ImageCodec is registered can be loaded. This can include complex formats like DDS with embedded custom mipmaps, cube faces and volume textures. The type can be determined by calling getFormat(). @param strFileName Name of a file file to load. @param groupName Name of the resource group to search for the image @note The memory associated with this buffer is destroyed with the Image object. */ Image & load( const String& strFileName, const String& groupName ); /** Loads an image file from a stream. @remarks This method works in the same way as the filename-based load method except it loads the image from a DataStream object. This DataStream is expected to contain the encoded data as it would be held in a file. Any format for which and associated ImageCodec is registered can be loaded. This can include complex formats like DDS with embedded custom mipmaps, cube faces and volume textures. The type can be determined by calling getFormat(). @param stream The source data. @param type The type of the image. Used to decide what decompression codec to use. @see Image::load( const String& strFileName ) */ Image & load(DataStreamPtr& stream, const String& type ); /** Save the image as a file. */ void save(const String& filename); /** Returns a pointer to the internal image buffer. @remarks Be careful with this method. You will almost certainly prefer to use getPixelBox, especially with complex images which include many faces or custom mipmaps. */ uchar* getData(void); /** Returns a const pointer to the internal image buffer. @remarks Be careful with this method. You will almost certainly prefer to use getPixelBox, especially with complex images which include many faces or custom mipmaps. */ const uchar * getData() const; /** Returns the size of the data buffer. */ size_t getSize() const; /** Returns the number of mipmaps contained in the image. */ size_t getNumMipmaps() const; /** Returns true if the image has the appropriate flag set. */ bool hasFlag(const ImageFlags imgFlag) const; /** Gets the width of the image in pixels. */ size_t getWidth(void) const; /** Gets the height of the image in pixels. */ size_t getHeight(void) const; /** Gets the depth of the image. */ size_t getDepth(void) const; /** Get the numer of faces of the image. This is usually 6 for a cubemap, and 1 for a normal image. */ size_t getNumFaces(void) const; /** Gets the physical width in bytes of each row of pixels. */ size_t getRowSpan(void) const; /** Returns the image format. */ PixelFormat getFormat() const; /** Returns the number of bits per pixel. */ uchar getBPP() const; /** Returns true if the image has an alpha component. */ bool getHasAlpha() const; /** Does gamma adjustment. @note Basic algo taken from Titan Engine, copyright (c) 2000 Ignacio Castano Iguado */ static void applyGamma( uchar *buffer, Real gamma, size_t size, uchar bpp ); /** * Get colour value from a certain location in the image. The z coordinate * is only valid for cubemaps and volume textures. This uses the first (largest) * mipmap. */ ColourValue getColourAt(int x, int y, int z); /** * Get a PixelBox encapsulating the image data of a mipmap */ PixelBox getPixelBox(size_t face = 0, size_t mipmap = 0) const; enum Filter { FILTER_NEAREST, FILTER_LINEAR, FILTER_BILINEAR, FILTER_BOX, FILTER_TRIANGLE, FILTER_BICUBIC }; /** Scale a 1D, 2D or 3D image volume. @param src PixelBox containing the source pointer, dimensions and format @param dst PixelBox containing the destination pointer, dimensions and format @param filter Which filter to use @remarks This function can do pixel format conversion in the process. @note dst and src can point to the same PixelBox object without any problem */ static void scale(const PixelBox &src, const PixelBox &dst, Filter filter = FILTER_BILINEAR); /** Resize a 2D image, applying the appropriate filter. */ void resize(ushort width, ushort height, Filter filter = FILTER_BILINEAR); // Static function to calculate size in bytes from the number of mipmaps, faces and the dimensions static size_t calculateSize(size_t mipmaps, size_t faces, size_t width, size_t height, size_t depth, PixelFormat format); private: // The width of the image in pixels size_t m_uWidth; // The height of the image in pixels size_t m_uHeight; // The depth of the image size_t m_uDepth; // The size of the image buffer size_t m_uSize; // The number of mipmaps the image contains size_t m_uNumMipmaps; // Image specific flags. int m_uFlags; // The pixel format of the image PixelFormat m_eFormat; // The number of bytes per pixel uchar m_ucPixelSize; uchar* m_pBuffer; // A bool to determine if we delete the buffer or the calling app does bool m_bAutoDelete; }; typedef std::vector ImagePtrList; typedef std::vector ConstImagePtrList; } // namespace #endif