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authorclick <none@none>2010-06-05 00:59:25 +0200
committerclick <none@none>2010-06-05 00:59:25 +0200
commite77716188861d4aa83b227a90e04a66b63baeb1f (patch)
treece72764181a760314ec851f7535052dcf75649db /dep/src/g3dlite/Image4.cpp
parent1426c2970f42a2d065198806f750bf5dd28d580b (diff)
HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK
Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier) + reduced Vmap size to less than one third, and improve precision + indoor/outdoor check which allows automatic unmounting of players + additional area information from WMOAreaTable.dbc, removed existing "hacks" + WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!) - buildfiles for windows are not properly done, and will need to be sorted out NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault ! THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK! --HG-- branch : trunk
Diffstat (limited to 'dep/src/g3dlite/Image4.cpp')
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diff --git a/dep/src/g3dlite/Image4.cpp b/dep/src/g3dlite/Image4.cpp
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+++ b/dep/src/g3dlite/Image4.cpp
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+/**
+ @file Image4.cpp
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+
+ @created 2007-01-31
+ @edited 2008-07-27
+*/
+
+
+#include "G3D/Image4.h"
+#include "G3D/Image4uint8.h"
+#include "G3D/GImage.h"
+#include "G3D/Color3.h"
+#include "G3D/Color3uint8.h"
+#include "G3D/Color1.h"
+#include "G3D/Color1uint8.h"
+#include "G3D/ImageFormat.h"
+
+namespace G3D {
+
+Image4::Image4(int w, int h, WrapMode wrap) : Map2D<Color4, Color4>(w, h, wrap) {
+ setAll(Color4::zero());
+}
+
+
+Image4::Ref Image4::fromGImage(const GImage& im, WrapMode wrap) {
+ switch (im.channels()) {
+ case 1:
+ return fromArray(im.pixel1(), im.width(), im.height(), wrap);
+
+ case 3:
+ return fromArray(im.pixel3(), im.width(), im.height(), wrap);
+
+ case 4:
+ return fromArray(im.pixel4(), im.width(), im.height(), wrap);
+
+ default:
+ debugAssertM(false, "Input GImage must have 1, 3, or 4 channels.");
+ return NULL;
+ }
+}
+
+
+Image4::Ref Image4::fromImage4uint8(const ReferenceCountedPointer<Image4uint8>& im) {
+ Ref out = createEmpty(static_cast<WrapMode>(im->wrapMode()));
+ out->resize(im->width(), im->height());
+
+ int N = im->width() * im->height();
+ const Color4uint8* src = reinterpret_cast<Color4uint8*>(im->getCArray());
+ for (int i = 0; i < N; ++i) {
+ out->data[i] = Color4(src[i]);
+ }
+
+ return out;
+}
+
+
+Image4::Ref Image4::createEmpty(int width, int height, WrapMode wrap) {
+ return new Type(width, height, wrap);
+}
+
+
+Image4::Ref Image4::createEmpty(WrapMode wrap) {
+ return createEmpty(0, 0, wrap);
+}
+
+
+Image4::Ref Image4::fromFile(const std::string& filename, WrapMode wrap, GImage::Format fmt) {
+ Ref out = createEmpty(wrap);
+ out->load(filename);
+ return out;
+}
+
+
+void Image4::load(const std::string& filename, GImage::Format fmt) {
+ copyGImage(GImage(filename, fmt));
+ setChanged(true);
+}
+
+
+Image4::Ref Image4::fromArray(const class Color3uint8* ptr, int w, int h, WrapMode wrap) {
+ Ref out = createEmpty(wrap);
+ out->copyArray(ptr, w, h);
+ return out;
+}
+
+
+Image4::Ref Image4::fromArray(const class Color1* ptr, int w, int h, WrapMode wrap) {
+ Ref out = createEmpty(wrap);
+ out->copyArray(ptr, w, h);
+ return out;
+}
+
+
+Image4::Ref Image4::fromArray(const class Color1uint8* ptr, int w, int h, WrapMode wrap) {
+ Ref out = createEmpty(wrap);
+ out->copyArray(ptr, w, h);
+ return out;
+}
+
+
+Image4::Ref Image4::fromArray(const class Color3* ptr, int w, int h, WrapMode wrap) {
+ Ref out = createEmpty(wrap);
+ out->copyArray(ptr, w, h);
+ return out;
+}
+
+
+Image4::Ref Image4::fromArray(const class Color4uint8* ptr, int w, int h, WrapMode wrap) {
+ Ref out = createEmpty(wrap);
+ out->copyArray(ptr, w, h);
+ return out;
+}
+
+
+Image4::Ref Image4::fromArray(const class Color4* ptr, int w, int h, WrapMode wrap) {
+ Ref out = createEmpty(wrap);
+ out->copyArray(ptr, w, h);
+ return out;
+}
+
+
+void Image4::copyGImage(const GImage& im) {
+ switch (im.channels()) {
+ case 1:
+ copyArray(im.pixel1(), im.width(), im.height());
+ break;
+
+ case 3:
+ copyArray(im.pixel3(), im.width(), im.height());
+ break;
+
+ case 4:
+ copyArray(im.pixel4(), im.width(), im.height());
+ break;
+ }
+}
+
+
+void Image4::copyArray(const Color4uint8* src, int w, int h) {
+ resize(w, h);
+
+ int N = w * h;
+ Color4* dst = data.getCArray();
+ // Convert int8 -> float
+ for (int i = 0; i < N; ++i) {
+ dst[i] = Color4(src[i]);
+ }
+}
+
+
+void Image4::copyArray(const Color3uint8* src, int w, int h) {
+ resize(w, h);
+
+ int N = w * h;
+ Color4* dst = data.getCArray();
+
+ // Add alpha and convert
+ for (int i = 0; i < N; ++i) {
+ dst[i] = Color4(Color3(src[i]), 1.0f);
+ }
+}
+
+
+void Image4::copyArray(const Color4* src, int w, int h) {
+ resize(w, h);
+ System::memcpy(getCArray(), src, w * h * sizeof(Color4));
+}
+
+
+void Image4::copyArray(const Color3* src, int w, int h) {
+ resize(w, h);
+
+ int N = w * h;
+ Color4* dst = data.getCArray();
+
+ // Add alpha
+ for (int i = 0; i < N; ++i) {
+ dst[i] = Color4(src[i], 1.0f);
+ }
+}
+
+
+void Image4::copyArray(const Color1uint8* src, int w, int h) {
+ resize(w, h);
+ int N = w * h;
+
+ Color4* dst = getCArray();
+ for (int i = 0; i < N; ++i) {
+ dst[i].r = dst[i].g = dst[i].b = Color1(src[i]).value;
+ dst[i].a = 1.0f;
+ }
+}
+
+
+void Image4::copyArray(const Color1* src, int w, int h) {
+ resize(w, h);
+ int N = w * h;
+
+ Color4* dst = getCArray();
+ for (int i = 0; i < N; ++i) {
+ dst[i].r = dst[i].g = dst[i].b = src[i].value;
+ dst[i].a = 1.0f;
+ }
+}
+
+
+/** Saves in any of the formats supported by G3D::GImage. */
+void Image4::save(const std::string& filename, GImage::Format fmt) {
+ GImage im(width(), height(), 4);
+
+ int N = im.width() * im.height();
+ Color4uint8* dst = im.pixel4();
+ for (int i = 0; i < N; ++i) {
+ dst[i] = Color4uint8(data[i]);
+ }
+
+ im.save(filename, fmt);
+}
+
+const ImageFormat* Image4::format() const {
+ return ImageFormat::RGBA32F();
+}
+
+} // G3D