godot/thirdparty/thekla_atlas/nvimage/Image.h

90 lines
1.9 KiB
C++

// This code is in the public domain -- castanyo@yahoo.es
#pragma once
#ifndef NV_IMAGE_IMAGE_H
#define NV_IMAGE_IMAGE_H
#include "nvimage.h"
#include "nvcore/Debug.h"
namespace nv
{
class Color32;
/// 32 bit RGBA image.
class NVIMAGE_CLASS Image
{
public:
enum Format
{
Format_RGB,
Format_ARGB,
};
Image();
Image(const Image & img);
~Image();
const Image & operator=(const Image & img);
void allocate(uint w, uint h, uint d = 1);
void acquire(Color32 * data, uint w, uint h, uint d = 1);
//bool load(const char * name);
void resize(uint w, uint h, uint d = 1);
void wrap(void * data, uint w, uint h, uint d = 1);
void unwrap();
uint width() const;
uint height() const;
uint depth() const;
const Color32 * scanline(uint h) const;
Color32 * scanline(uint h);
const Color32 * pixels() const;
Color32 * pixels();
const Color32 & pixel(uint idx) const;
Color32 & pixel(uint idx);
const Color32 & pixel(uint x, uint y, uint z = 0) const;
Color32 & pixel(uint x, uint y, uint z = 0);
Format format() const;
void setFormat(Format f);
void fill(Color32 c);
private:
void free();
private:
uint m_width;
uint m_height;
uint m_depth;
Format m_format;
Color32 * m_data;
};
inline const Color32 & Image::pixel(uint x, uint y, uint z) const
{
nvDebugCheck(x < m_width && y < m_height && z < m_depth);
return pixel((z * m_height + y) * m_width + x);
}
inline Color32 & Image::pixel(uint x, uint y, uint z)
{
nvDebugCheck(x < m_width && y < m_height && z < m_depth);
return pixel((z * m_height + y) * m_width + x);
}
} // nv namespace
#endif // NV_IMAGE_IMAGE_H