assimp/port/dAssimp/assimp/texture.d

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/*
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Open Asset Import Library (ASSIMP)
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*/
/**
* Contains helper structures to handle textures in Assimp.
*
* Used for file formats which embed their textures into the model file.
* Supported are both normal textures, which are stored as uncompressed pixels,
* and "compressed" textures, which are stored in a file format such as PNG or
* TGA.
*/
module assimp.texture;
extern ( C ) {
/**
* Helper structure to represent a texel in a ARGB8888 format.
*
* Used by aiTexture.
*/
struct aiTexel {
align ( 1 ):
ubyte b, g, r, a;
}
/**
* Helper structure to describe an embedded texture.
*
* Usually textures are contained in external files but some file formats
* embed them directly in the model file. There are two types of
* embedded textures:
*
* <em>1. Uncompressed textures</em>: The color data is given in an
* uncompressed format.
*
* <em>2. Compressed textures</em> stored in a file format like PNG or JPEG.
* The raw file bytes are given so the application must utilize an image
* decoder (e.g. DevIL) to get access to the actual color data.
*/
struct aiTexture {
/**
* Width of the texture, in pixels.
*
* If <code>mHeight</code> is zero the texture is compressed in a format
* like JPEG. In this case, this value specifies the size of the memory
* area <code>pcData</code> is pointing to, in bytes.
*/
uint mWidth;
/**
* Height of the texture, in pixels.
*
* If this value is zero, <code>pcData</code> points to an compressed
* texture in any format (e.g. JPEG).
*/
uint mHeight;
/**
* A hint from the loader to make it easier for applications to determine
* the type of embedded compressed textures.
*
* If <code>mHeight</code> is not 0, this member is undefined. Otherwise
* it is set set to '\0\0\0\0' if the loader has no additional
* information about the texture file format used, or the file extension
* of the format without a trailing dot. If there are multiple file
* extensions for a format, the shortest extension is chosen (JPEG maps
* to 'jpg', not to 'jpeg'). E.g. 'dds\0', 'pcx\0', 'jpg\0'. All
* characters are lower-case. The fourth byte will always be '\0'.
*/
char achFormatHint[4];
/**
* Data of the texture.
*
* Points to an array of <code>mWidth * mHeight</code>
* <code>aiTexel</code>s. The format of the texture data is always
* ARGB8888 to make the implementation for user of the library as easy as
* possible.
*
* If <code>mHeight</code> is 0, this is a pointer to a memory buffer of
* size <code>mWidth</code> containing the compressed texture data.
*/
aiTexel* pcData;
}
}