diff options
author | click <none@none> | 2010-06-05 00:59:25 +0200 |
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committer | click <none@none> | 2010-06-05 00:59:25 +0200 |
commit | e77716188861d4aa83b227a90e04a66b63baeb1f (patch) | |
tree | ce72764181a760314ec851f7535052dcf75649db /dep/src/g3dlite/Image4.cpp | |
parent | 1426c2970f42a2d065198806f750bf5dd28d580b (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')
-rw-r--r-- | dep/src/g3dlite/Image4.cpp | 226 |
1 files changed, 226 insertions, 0 deletions
diff --git a/dep/src/g3dlite/Image4.cpp b/dep/src/g3dlite/Image4.cpp new file mode 100644 index 00000000000..c6f2b10640d --- /dev/null +++ b/dep/src/g3dlite/Image4.cpp @@ -0,0 +1,226 @@ +/** + @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 |