assimp/include/assimp/texture.h

198 lines
6.3 KiB
C

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
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following disclaimer.
* Redistributions in binary form must reproduce the above
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derived from this software without specific prior
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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*/
/** @file texture.h
* @brief Defines texture helper structures for the library
*
* 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.
*/
#ifndef AI_TEXTURE_H_INC
#define AI_TEXTURE_H_INC
#include "types.h"
#ifdef __cplusplus
extern "C" {
#endif
// --------------------------------------------------------------------------------
/** @def AI_MAKE_EMBEDDED_TEXNAME
* Used to build the reserved path name used by the material system to
* reference textures that are embedded into their corresponding
* model files. The parameter specifies the index of the texture
* (zero-based, in the aiScene::mTextures array)
*/
#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
# define AI_MAKE_EMBEDDED_TEXNAME(_n_) "*" # _n_
#endif
#include "./Compiler/pushpack1.h"
// --------------------------------------------------------------------------------
/** @brief Helper structure to represent a texel in a ARGB8888 format
*
* Used by aiTexture.
*/
struct aiTexel
{
unsigned char b,g,r,a;
#ifdef __cplusplus
//! Comparison operator
bool operator== (const aiTexel& other) const
{
return b == other.b && r == other.r &&
g == other.g && a == other.a;
}
//! Inverse comparison operator
bool operator!= (const aiTexel& other) const
{
return b != other.b || r != other.r ||
g != other.g || a != other.a;
}
//! Conversion to a floating-point 4d color
operator aiColor4D() const
{
return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
}
#endif // __cplusplus
} PACK_STRUCT;
#include "./Compiler/poppack1.h"
// --------------------------------------------------------------------------------
/** Helper structure to describe an embedded texture
*
* Normally textures are contained in external files but some file formats embed
* them directly in the model file. There are two types of embedded textures:
* 1. Uncompressed textures. The color data is given in an uncompressed format.
* 2. Compressed textures stored in a file format like png or jpg. 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 mHeight is zero the texture is compressed in a format
* like JPEG. In this case mWidth specifies the size of the
* memory area pcData is pointing to, in bytes.
*/
unsigned int mWidth;
/** Height of the texture, in pixels
*
* If this value is zero, pcData points to an compressed texture
* in any format (e.g. JPEG).
*/
unsigned int mHeight;
/** A hint from the loader to make it easier for applications
* to determine the type of embedded compressed textures.
*
* If mHeight != 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 character will always be '\\0'.
*/
char achFormatHint[4];
/** Data of the texture.
*
* Points to an array of mWidth * mHeight aiTexel's.
* The format of the texture data is always ARGB8888 to
* make the implementation for user of the library as easy
* as possible. If mHeight = 0 this is a pointer to a memory
* buffer of size mWidth containing the compressed texture
* data. Good luck, have fun!
*/
C_STRUCT aiTexel* pcData;
#ifdef __cplusplus
//! For compressed textures (mHeight == 0): compare the
//! format hint against a given string.
//! @param s Input string. 3 characters are maximally processed.
//! Example values: "jpg", "png"
//! @return true if the given string matches the format hint
bool CheckFormat(const char* s) const
{
return (0 == ::strncmp(achFormatHint,s,3));
}
// Construction
aiTexture ()
: mWidth (0)
, mHeight (0)
, pcData (NULL)
{
achFormatHint[0] = achFormatHint[1] = 0;
achFormatHint[2] = achFormatHint[3] = 0;
}
// Destruction
~aiTexture ()
{
delete[] pcData;
}
#endif
};
#ifdef __cplusplus
}
#endif
#endif // AI_TEXTURE_H_INC