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C++ BinaryInput::readUInt16方法代码示例

本文整理汇总了C++中BinaryInput::readUInt16方法的典型用法代码示例。如果您正苦于以下问题:C++ BinaryInput::readUInt16方法的具体用法?C++ BinaryInput::readUInt16怎么用?C++ BinaryInput::readUInt16使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BinaryInput的用法示例。


在下文中一共展示了BinaryInput::readUInt16方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: debugAssertM

GFont::GFont(const String& filename, BinaryInput& b) {    

    int ver = b.readInt32();
    debugAssertM(ver == 1 || ver == 2, "Can't read font files other than version 1");
    (void)ver;

    if (ver == 1) {
        charsetSize = 128;
    } else {
        charsetSize = b.readInt32();
    }

    // Read the widths
    subWidth.resize(charsetSize);
    for (int c = 0; c < charsetSize; ++c) {
        subWidth[c] = b.readUInt16();
    }

    baseline = b.readUInt16();
    int texWidth = b.readUInt16();
    charWidth  = texWidth / 16;
    charHeight = texWidth / 16;

    // The input may not be a power of 2
    int width  = ceilPow2(charWidth * 16);
    int height = ceilPow2(charHeight * (charsetSize / 16));
  
    // Create a texture
    const uint8* ptr = ((uint8*)b.getCArray()) + b.getPosition();
    debugAssertM((b.getLength() - b.getPosition()) >= width * height, 
        "File does not contain enough data for this size texture");

    Texture::Preprocess preprocess;
    preprocess.computeMinMaxMean = false;
    const bool generateMipMaps = true;

    
    m_texture = 
        Texture::fromMemory
        (   filename, 
            ptr,
            ImageFormat::R8(),
            width, 
            height,
            1,
            1,
            ImageFormat::R8(), 
            Texture::DIM_2D,
            generateMipMaps,
            preprocess);
       
    m_textureMatrix[0] = 1.0f / m_texture->width();
    m_textureMatrix[1] = 0;
    m_textureMatrix[2] = 0;
    m_textureMatrix[3] = 0;
    m_textureMatrix[4] = 0;
    m_textureMatrix[5] = 1.0f / m_texture->height();
    m_textureMatrix[6] = 0;
    m_textureMatrix[7] = 0;    
    m_textureMatrix[8] = 0;
    m_textureMatrix[9] = 0;
    m_textureMatrix[10] = 1;
    m_textureMatrix[11] = 0;
    m_textureMatrix[12] = 0;
    m_textureMatrix[13] = 0;
    m_textureMatrix[14] = 0;
    m_textureMatrix[15] = 1;

    m_name = filename;
}
开发者ID:jackpoz,项目名称:G3D-backup,代码行数:70,代码来源:GFont.cpp

示例2: decodeBMP

void GImage::decodeBMP(
    BinaryInput&            input) {

    // The BMP decoding uses these flags.
    static const uint16 PICTURE_NONE               = 0x0000;
    static const uint16 PICTURE_BITMAP             = 0x1000;

    // Compression Flags
    static const uint16 PICTURE_UNCOMPRESSED       = 0x0100;
    static const uint16 PICTURE_MONOCHROME         = 0x0001;
    static const uint16 PICTURE_4BIT               = 0x0002;
    static const uint16 PICTURE_8BIT               = 0x0004;
    static const uint16 PICTURE_16BIT              = 0x0008;
    static const uint16 PICTURE_24BIT              = 0x0010;
    static const uint16 PICTURE_32BIT              = 0x0020;

    (void)PICTURE_16BIT;
    (void)PICTURE_32BIT;

    // This is a simple BMP loader that can handle uncompressed BMP files.
    // Verify this is a BMP file by looking for the BM tag.
    input.reset();
    std::string tag = input.readString(2);
    if (tag != "BM") {
        throw Error("Not a BMP file", input.getFilename());
    }

    m_channels = 3;
	// Skip to the BITMAPINFOHEADER's width and height
	input.skip(16);

    m_width  = input.readUInt32();
    m_height = input.readUInt32();

	// Skip to the bit count and compression type
	input.skip(2);

    uint16 bitCount        = input.readUInt16();
    uint32 compressionType = input.readUInt32();

    uint8 red;
    uint8 green;
    uint8 blue;
    uint8 blank;

	// Only uncompressed bitmaps are supported by this code
    if ((int32)compressionType != BI_RGB) {
        throw Error("BMP images must be uncompressed", input.getFilename());
    }

    uint8* palette = NULL;

	// Create the palette if needed
    if (bitCount <= 8) {

        // Skip to the palette color count in the header
        input.skip(12);

        int numColors = input.readUInt32();

        palette = (uint8*)System::malloc(numColors * 3);
        debugAssert(palette);

        // Skip past the end of the header to the palette info
        input.skip(4);

        int c;
        for (c = 0; c < numColors * 3; c += 3) {
            // Palette information in bitmaps is stored in BGR_ format.
            // That means it's blue-green-red-blank, for each entry.
            blue  = input.readUInt8();
            green = input.readUInt8();
            red   = input.readUInt8();
            blank = input.readUInt8();

            palette[c]     = red;
            palette[c + 1] = green;
            palette[c + 2] = blue;
        }
	}

    int hStart = 0;
    int hEnd   = 0;
    int hDir   = 0;

    if (m_height < 0) {
        m_height = -m_height;
        hStart = 0;
        hEnd   = m_height;
        hDir   = 1;
    } else {
        //height = height;
        hStart = m_height - 1;
        hEnd   = -1;
        hDir   = -1;
    }

    m_byte = (uint8*)m_memMan->alloc(m_width * m_height * 3);
    debugAssert(m_byte);

//.........这里部分代码省略.........
开发者ID:Dudelzack,项目名称:blizzlikecore,代码行数:101,代码来源:GImage_bmp.cpp


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