本文整理汇总了C++中ImageDecoder::getMipMap方法的典型用法代码示例。如果您正苦于以下问题:C++ ImageDecoder::getMipMap方法的具体用法?C++ ImageDecoder::getMipMap怎么用?C++ ImageDecoder::getMipMap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ImageDecoder
的用法示例。
在下文中一共展示了ImageDecoder::getMipMap方法的4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: getColorRows
void PLTFile::getColorRows(byte rows[4 * 256 * kLayerMAX], const uint8 colors[kLayerMAX]) {
for (uint i = 0; i < kLayerMAX; i++, rows += 4 * 256) {
ImageDecoder *palette = 0;
try {
palette = getLayerPalette(i, colors[i]);
// The images have their origin at the bottom left, so we flip the color row
const uint8 row = palette->getMipMap(0).height - 1 - colors[i];
// Copy the whole row into the buffer
memcpy(rows, palette->getMipMap(0).data + (row * 4 * 256), 4 * 256);
} catch (Common::Exception &e) {
// On error set to pink (while honoring intensity), for high debug visibility
for (uint32 p = 0; p < 256; p++) {
rows[p * 4 + 0] = p;
rows[p * 4 + 1] = 0x00;
rows[p * 4 + 2] = p;
rows[p * 4 + 3] = 0xFF;
}
e.add("Failed to load palette \"%s\"", kPalettes[i]);
Common::printException(e, "WARNING: ");
}
delete palette;
}
}
示例2: Exception
/** Load a specific layer palette image and perform some sanity checks. */
ImageDecoder *PLTFile::getLayerPalette(uint32 layer, uint8 row) {
assert(layer < kLayerMAX);
// TODO: We may want to cache these somehow...
ImageDecoder *palette = loadImage(kPalettes[layer]);
try {
if (palette->getFormat() != kPixelFormatBGRA)
throw Common::Exception("Invalid format (%d)", palette->getFormat());
if (palette->getMipMapCount() < 1)
throw Common::Exception("No mip maps");
const ImageDecoder::MipMap &mipMap = palette->getMipMap(0);
if (mipMap.width != 256)
throw Common::Exception("Invalid width (%d)", mipMap.width);
if (row >= mipMap.height)
throw Common::Exception("Invalid height (%d >= %d)", row, mipMap.height);
} catch (...) {
delete palette;
throw;
}
return palette;
}
示例3: load
void Cursor::load() {
::Aurora::FileType type;
Common::SeekableReadStream *img = ResMan.getResource(::Aurora::kResourceCursor, _name, &type);
if (!img)
throw Common::Exception("No such cursor resource \"%s\"", _name.c_str());
_hotspotX = 0;
_hotspotY = 0;
ImageDecoder *image;
// Loading the different image formats
if (type == ::Aurora::kFileTypeTGA)
image = new TGA(*img);
else if (type == ::Aurora::kFileTypeDDS)
image = new DDS(*img);
else if (type == ::Aurora::kFileTypeCUR) {
WinIconImage *cursor = new WinIconImage(*img);
if (_hotspotX < 0)
_hotspotX = cursor->getHotspotX();
if (_hotspotY < 0)
_hotspotY = cursor->getHotspotY();
image = cursor;
} else {
delete img;
throw Common::Exception("Unsupported cursor resource type %d", (int) type);
}
delete img;
_width = image->getMipMap(0).width;
_height = image->getMipMap(0).height;
TXI txi;
txi.getFeatures().filter = false;
try {
Texture *texture = new Texture(image, &txi);
image = 0;
try {
_texture = TextureMan.add(texture, _name);
} catch(...) {
delete texture;
throw;
}
} catch (...) {
delete image;
throw;
}
_hotspotX = CLIP(_hotspotX, 0, _width - 1);
_hotspotY = CLIP(_hotspotY, 0, _height - 1);
}
示例4: Surface
/* Create a tinted texture by combining the tint map with the tint colors.
*
* This is currently all done here in software and has several drawbacks:
* - Slow
* - We're creating lots of uncompressed RBGA texture, so it
* takes up a lot of memory, both on the GPU and in system RAM
*
* TODO: We really need to do this in shaders in the future.
*/
void ModelNode_NWN2::createTint() {
if (_tintMap.empty())
return;
ImageDecoder *tintMap = 0;
Surface *tintedMap = 0;
try {
// Load and uncompress the texture
tintMap = Texture::loadImage(_tintMap);
if (tintMap->isCompressed())
tintMap->decompress();
const ImageDecoder::MipMap &tintImg = tintMap->getMipMap(0);
// Create a new target surface with the same dimensions
tintedMap = new Surface(tintImg.width, tintImg.height);
ImageDecoder::MipMap &tintedImg = tintedMap->getMipMap();
// Iterate over all pixels: read values, mix tints, write pixel to target surface
for (int n = 0; n < tintImg.width * tintImg.height; n++) {
float srcColor[4], dstColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
tintImg.getPixel(n, srcColor[0], srcColor[1], srcColor[2], srcColor[3]);
if (srcColor[3] != 0.0f) {
// Mix using the value and the alpha components as intensities
// TODO: Verify how the mixing is actually done in NWN2!
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++)
dstColor[j] += _tint[i][j] * srcColor[i] * _tint[i][3] * srcColor[3] * _diffuse[i];
}
} else
// Source alpha is 0.0f: No tinting for this pixel
for (int i = 0; i < 3; i++)
dstColor[i] = _diffuse[i] * _tint[i][3];
tintedImg.setPixel(n, dstColor[0], dstColor[1], dstColor[2], dstColor[3]);
}
} catch (...) {
delete tintMap;
delete tintedMap;
return;
}
delete tintMap;
// And add the new texture to the TextureManager
TextureHandle tintedTexture = TextureMan.add(Texture::create(tintedMap));
_textures.push_back(tintedTexture);
_tintedMapIndex = _textures.size() - 1;
}