本文整理汇总了C++中CompressedLevel::Decompress方法的典型用法代码示例。如果您正苦于以下问题:C++ CompressedLevel::Decompress方法的具体用法?C++ CompressedLevel::Decompress怎么用?C++ CompressedLevel::Decompress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类CompressedLevel
的用法示例。
在下文中一共展示了CompressedLevel::Decompress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: sizeof
bool Texture3D::SetData(Image* image, bool useAlpha)
{
if (!image)
{
URHO3D_LOGERROR("Null image, can not set data");
return false;
}
// Use a shared ptr for managing the temporary mip images created during this function
SharedPtr<Image> mipImage;
unsigned memoryUse = sizeof(Texture3D);
int quality = QUALITY_HIGH;
Renderer* renderer = GetSubsystem<Renderer>();
if (renderer)
quality = renderer->GetTextureQuality();
if (!image->IsCompressed())
{
// Convert unsuitable formats to RGBA
unsigned components = image->GetComponents();
if (Graphics::GetGL3Support() && ((components == 1 && !useAlpha) || components == 2))
{
mipImage = image->ConvertToRGBA(); image = mipImage;
if (!image)
return false;
components = image->GetComponents();
}
unsigned char* levelData = image->GetData();
int levelWidth = image->GetWidth();
int levelHeight = image->GetHeight();
int levelDepth = image->GetDepth();
unsigned format = 0;
// Discard unnecessary mip levels
for (unsigned i = 0; i < mipsToSkip_[quality]; ++i)
{
mipImage = image->GetNextLevel(); image = mipImage;
levelData = image->GetData();
levelWidth = image->GetWidth();
levelHeight = image->GetHeight();
levelDepth = image->GetDepth();
}
switch (components)
{
case 1:
format = useAlpha ? Graphics::GetAlphaFormat() : Graphics::GetLuminanceFormat();
break;
case 2:
format = Graphics::GetLuminanceAlphaFormat();
break;
case 3:
format = Graphics::GetRGBFormat();
break;
case 4:
format = Graphics::GetRGBAFormat();
break;
default:
assert(false); // Should not reach here
break;
}
// If image was previously compressed, reset number of requested levels to avoid error if level count is too high for new size
if (IsCompressed() && requestedLevels_ > 1)
requestedLevels_ = 0;
SetSize(levelWidth, levelHeight, levelDepth, format);
if (!object_)
return false;
for (unsigned i = 0; i < levels_; ++i)
{
SetData(i, 0, 0, 0, levelWidth, levelHeight, levelDepth, levelData);
memoryUse += levelWidth * levelHeight * levelDepth * components;
if (i < levels_ - 1)
{
mipImage = image->GetNextLevel(); image = mipImage;
levelData = image->GetData();
levelWidth = image->GetWidth();
levelHeight = image->GetHeight();
levelDepth = image->GetDepth();
}
}
}
else
{
int width = image->GetWidth();
int height = image->GetHeight();
int depth = image->GetDepth();
unsigned levels = image->GetNumCompressedLevels();
unsigned format = graphics_->GetFormat(image->GetCompressedFormat());
bool needDecompress = false;
if (!format)
{
//.........这里部分代码省略.........
示例2: switch
//.........这里部分代码省略.........
// Create the texture array (the number of layers must have been already set)
SetSize(0, levelWidth, levelHeight, format);
}
else
{
if (!object_.name_)
{
URHO3D_LOGERROR("Texture array layer 0 must be loaded first");
return false;
}
if (levelWidth != width_ || levelHeight != height_ || format != format_)
{
URHO3D_LOGERROR("Texture array layer does not match size or format of layer 0");
return false;
}
}
for (unsigned i = 0; i < levels_; ++i)
{
SetData(layer, i, 0, 0, levelWidth, levelHeight, levelData);
memoryUse += levelWidth * levelHeight * components;
if (i < levels_ - 1)
{
mipImage = image->GetNextLevel(); image = mipImage;
levelData = image->GetData();
levelWidth = image->GetWidth();
levelHeight = image->GetHeight();
}
}
}
else
{
int width = image->GetWidth();
int height = image->GetHeight();
unsigned levels = image->GetNumCompressedLevels();
unsigned format = graphics_->GetFormat(image->GetCompressedFormat());
bool needDecompress = false;
if (!format)
{
format = Graphics::GetRGBAFormat();
needDecompress = true;
}
unsigned mipsToSkip = mipsToSkip_[quality];
if (mipsToSkip >= levels)
mipsToSkip = levels - 1;
while (mipsToSkip && (width / (1 << mipsToSkip) < 4 || height / (1 << mipsToSkip) < 4))
--mipsToSkip;
width /= (1 << mipsToSkip);
height /= (1 << mipsToSkip);
// Create the texture array when layer 0 is being loaded, assume rest of the layers are same size & format
if (!layer)
{
SetNumLevels(Max((levels - mipsToSkip), 1U));
SetSize(0, width, height, format);
}
else
{
if (!object_.name_)
{
URHO3D_LOGERROR("Texture array layer 0 must be loaded first");
return false;
}
if (width != width_ || height != height_ || format != format_)
{
URHO3D_LOGERROR("Texture array layer does not match size or format of layer 0");
return false;
}
}
for (unsigned i = 0; i < levels_ && i < levels - mipsToSkip; ++i)
{
CompressedLevel level = image->GetCompressedLevel(i + mipsToSkip);
if (!needDecompress)
{
SetData(layer, i, 0, 0, level.width_, level.height_, level.data_);
memoryUse += level.rows_ * level.rowSize_;
}
else
{
unsigned char* rgbaData = new unsigned char[level.width_ * level.height_ * 4];
level.Decompress(rgbaData);
SetData(layer, i, 0, 0, level.width_, level.height_, rgbaData);
memoryUse += level.width_ * level.height_ * 4;
delete[] rgbaData;
}
}
}
layerMemoryUse_[layer] = memoryUse;
unsigned totalMemoryUse = sizeof(Texture2DArray) + layerMemoryUse_.Capacity() * sizeof(unsigned);
for (unsigned i = 0; i < layers_; ++i)
totalMemoryUse += layerMemoryUse_[i];
SetMemoryUse(totalMemoryUse);
return true;
}