//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "bitmap/bitmap.h" #include "dbg.h" // Should be last include #include "tier0/memdbgon.h" bool Bitmap_t::IsValid() const { if ( m_nWidth <= 0 || m_nHeight <= 0 || m_pBits == NULL ) { Assert( m_nWidth == 0 ); Assert( m_nHeight == 0 ); Assert( m_pBits == NULL ); return false; } return true; } void Bitmap_t::Clear() { if ( m_pBits && m_bOwnsBuffer ) { free( m_pBits ); } Reset(); } void Bitmap_t::Init( int xs, int ys, ImageFormat imageFormat, int nStride ) { // Check for bogus allocation sizes if (xs <= 0 || ys <= 0 ) { Assert( xs == 0 ); Assert( ys == 0 ); Clear(); return; } int nPixSize = ImageLoader::SizeInBytes( imageFormat ); // Auto detect stride if ( nStride == 0 ) { nStride = nPixSize * xs; } // Check for NOP if ( m_pBits && m_bOwnsBuffer && m_nWidth == xs && m_nHeight == ys && nStride == m_nStride && nPixSize == m_nPixelSize ) { // We're already got a buffer of the right size. // The only thing that might be wrong is the pixel format. m_ImageFormat = imageFormat; return; } // Free up anything already allocated Clear(); // Remember dimensions and pixel format m_nWidth = xs; m_nHeight = ys; m_ImageFormat = imageFormat; m_nPixelSize = nPixSize; m_nStride = nStride; // Allocate buffer. Because this is a PC game, // failure is impossible....right? m_pBits = (byte *)malloc( ys * m_nStride ); // Assume ownership m_bOwnsBuffer = true; } void Bitmap_t::SetBuffer( int nWidth, int nHeight, ImageFormat imageFormat, unsigned char *pBits, bool bAssumeOwnership, int nStride ) { Assert( pBits ); Assert( nWidth > 0 ); Assert( nHeight > 0 ); // Free up anything already allocated Clear(); // Remember dimensions and pixel format m_nWidth = nWidth; m_nHeight = nHeight; m_ImageFormat = imageFormat; m_nPixelSize = ImageLoader::SizeInBytes( imageFormat ); if ( nStride == 0 ) { m_nStride = m_nPixelSize * nWidth; } else { m_nStride = nStride; } // Set our buffer pointer m_pBits = pBits; // Assume ownership of the buffer, if requested m_bOwnsBuffer = bAssumeOwnership; // We should be good to go Assert( IsValid() ); } Color Bitmap_t::GetColor( int x, int y ) const { Assert( x >= 0 && x < m_nWidth ); Assert( y >= 0 && y < m_nHeight ); Assert( m_pBits ); // Get pointer to pixel data byte *ptr = m_pBits + (y*m_nStride) + x* m_nPixelSize; // Check supported image formats switch ( m_ImageFormat ) { case IMAGE_FORMAT_RGBA8888: return Color( ptr[0], ptr[1], ptr[2], ptr[3] ); case IMAGE_FORMAT_ABGR8888: return Color( ptr[3], ptr[2], ptr[1], ptr[0] ); default: Assert( !"Unsupport image format!"); return Color( 255,0,255,255 ); } } void Bitmap_t::SetColor( int x, int y, Color c ) { Assert( x >= 0 && x < m_nWidth ); Assert( y >= 0 && y < m_nHeight ); Assert( m_pBits ); // Get pointer to pixel data byte *ptr = m_pBits + (y*m_nStride) + x* m_nPixelSize; // Check supported image formats switch ( m_ImageFormat ) { case IMAGE_FORMAT_RGBA8888: ptr[0] = c.r(); ptr[1] = c.g(); ptr[2] = c.b(); ptr[3] = c.a(); break; case IMAGE_FORMAT_ABGR8888: ptr[0] = c.a(); ptr[1] = c.b(); ptr[2] = c.g(); ptr[3] = c.r(); break; default: Assert( !"Unsupport image format!"); break; } } //bool LoadVTF( const char *pszFilename ) //{ // // // Load the raw file data // CUtlBuffer fileData; // if ( !filesystem->ReadFile( pszFilename, "game", fileData ) ) // { // Warning( "Failed to load %s\n", pszFilename); // return false; // } // // return LoadVTFFromBuffer( fileData, pszFilename ); //} // //bool LoadVTFFromBuffer( CUtlBuffer fileData, const char *pszDebugName = "buffer" ) //{ // // // Parse it into VTF object // IVTFTexture *pVTFTexture( CreateVTFTexture() ); // if ( !pVTFTexture->Unserialize( fileData ) ) // { // DestroyVTFTexture( pVTFTexture ); // Warning( "Failed to deserialize VTF %s\n", pszDebugName); // return false; // } // // // We are re-reading our own files, so they should be 8888's // if ( pVTFTexture->Format() != IMAGE_FORMAT_RGBA8888 ) // { // DestroyVTFTexture( pVTFTexture ); // Warning( "%s isn't RGBA8888\n", pszDebugName); // return false; // } // // // Copy the image data // Allocate( pVTFTexture->Width(), pVTFTexture->Height() ); // for ( int y = 0 ; y < m_nHeight ; ++y ) // { // memcpy( PixPtr(0, y), pVTFTexture->ImageData(0, 0, 0, 0, y), m_nWidth*4 ); // } // // // Clean up // DestroyVTFTexture( pVTFTexture ); // return true; //} // //bool SaveVTF( CUtlBuffer &outBuffer ) //{ // // Create the VTF to write into // IVTFTexture *pVTFTexture( CreateVTFTexture() ); // const int nFlags = TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SRGB; // if ( !pVTFTexture->Init( m_nWidth, m_nHeight, 1, IMAGE_FORMAT_RGBA8888, nFlags, 1, 1 ) ) // { // DestroyVTFTexture( pVTFTexture ); // return false; // } // // // write the rgba image to the vtf texture using the pixel writer // CPixelWriter pixelWriter; // pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData(), pVTFTexture->RowSizeInBytes( 0 ) ); // // for (int y = 0; y < m_nHeight; ++y) // { // pixelWriter.Seek( 0, y ); // for (int x = 0; x < m_nWidth; ++x) // { // Color c = GetPix( x, y ); // pixelWriter.WritePixel( c.r(), c.g(), c.b(), c.a() ); // } // } // // // Serialize to the buffer // if ( !pVTFTexture->Serialize( outBuffer ) ) // { // DestroyVTFTexture( pVTFTexture ); // return false; // } // DestroyVTFTexture( pVTFTexture ); // return true; //} //void Resize( int nNewSizeX, int nNewSizeY, const Image *pImgSrc = NULL ) //{ // if ( pImgSrc == NULL ) // { // pImgSrc = this; // } // // if ( nNewSizeX == m_nWidth && nNewSizeY == m_nHeight && pImgSrc == this ) // { // return; // } // // byte *pNewData = (byte *)malloc( nNewSizeX * nNewSizeY * 4 ); // ImgUtl_StretchRGBAImage( pImgSrc->m_pBits, pImgSrc->m_nWidth, pImgSrc->m_nHeight, pNewData, nNewSizeX, nNewSizeY ); // Clear(); // m_pBits = pNewData; // m_nWidth = nNewSizeX; // m_nHeight = nNewSizeY; //} // //void Crop( int x0, int y0, int nNewSizeX, int nNewSizeY, const Image *pImgSrc ) //{ // if ( pImgSrc == NULL ) // { // pImgSrc = this; // } // // if ( nNewSizeX == m_nWidth && nNewSizeY == m_nHeight && pImgSrc == this ) // { // return; // } // // // Assert( x0 >= 0 ); // Assert( y0 >= 0 ); // Assert( x0 + nNewSizeX <= pImgSrc->m_nWidth ); // Assert( y0 + nNewSizeY <= pImgSrc->m_nHeight ); // // // Allocate new buffer // int nRowSize = nNewSizeX * 4; // byte *pNewData = (byte *)malloc( nNewSizeY * nRowSize ); // // // Copy data, one row at a time // for ( int y = 0 ; y < nNewSizeY ; ++y ) // { // memcpy( pNewData + y*nRowSize, pImgSrc->PixPtr(x0, y0+y), nRowSize ); // } // // // Replace current buffer with the new one // Clear(); // m_pBits = pNewData; // m_nWidth = nNewSizeX; // m_nHeight = nNewSizeY; //} void Bitmap_t::MakeLogicalCopyOf( Bitmap_t &src, bool bTransferBufferOwnership ) { // What does it mean to make a logical copy of an // invalid bitmap? I'll tell you what it means: you have a bug. Assert( src.IsValid() ); // Free up anything we already own Clear(); // Copy all of the member variables so we are // a logical copy of the source bitmap m_nWidth = src.m_nWidth; m_nHeight = src.m_nHeight; m_nPixelSize = src.m_nPixelSize; m_nStride = src.m_nStride; m_ImageFormat = src.m_ImageFormat; m_pBits = src.m_pBits; Assert( !m_bOwnsBuffer ); // Check for assuming ownership of the buffer if ( bTransferBufferOwnership ) { if ( src.m_bOwnsBuffer ) { m_bOwnsBuffer = true; src.m_bOwnsBuffer = false; } else { // They don't own the buffer? Then who does? // Maybe nobody, and it would safe to assume // ownership. But more than likely, this is a // bug. Assert( src.m_bOwnsBuffer ); // And a leak is better than a double-free. // Don't assume ownership of the buffer. } } } void Bitmap_t::Crop( int x0, int y0, int nWidth, int nHeight, const Bitmap_t *pImgSource ) { // Check for cropping in place, then save off our data to a temp Bitmap_t temp; if ( pImgSource == this || !pImgSource ) { temp.MakeLogicalCopyOf( *this, m_bOwnsBuffer ); pImgSource = &temp; } // No source image? if ( !pImgSource->IsValid() ) { Assert( pImgSource->IsValid() ); return; } // Sanity check crop rectangle Assert( x0 >= 0 ); Assert( y0 >= 0 ); Assert( x0 + nWidth <= pImgSource->Width() ); Assert( y0 + nHeight <= pImgSource->Height() ); // Allocate buffer Init( nWidth, nHeight, pImgSource->Format() ); // Something wrong? if ( !IsValid() ) { Assert( IsValid() ); return; } // Copy the data a row at a time int nRowSize = m_nWidth * m_nPixelSize; for ( int y = 0 ; y < m_nHeight ; ++y ) { memcpy( GetPixel(0,y), pImgSource->GetPixel( x0, y + y0 ), nRowSize ); } } void Bitmap_t::SetPixelData( const Bitmap_t &src, int nSrcX1, int nSrcY1, int nCopySizeX, int nCopySizeY, int nDestX1, int nDestY1 ) { // Safety if ( !src.IsValid() ) { Assert( src.IsValid() ); return; } if ( !IsValid() ) { Assert( IsValid() ); return; } // You need to specify a valid source rectangle, we cannot clip that for you if ( nSrcX1 < 0 || nSrcY1 < 0 || nSrcX1 + nCopySizeX > src.Width() || nSrcY1 + nCopySizeY > src.Height() ) { Assert( nSrcX1 >= 0 ); Assert( nSrcY1 >= 0 ); Assert( nSrcX1 + nCopySizeX <= src.Width() ); Assert( nSrcY1 + nCopySizeY <= src.Height() ); return; } // But we can clip the rectangle if it extends outside the destination image in a perfectly // reasonable way if ( nDestX1 < 0 ) { nCopySizeX += nDestX1; nDestX1 = 0; } if ( nDestX1 + nCopySizeX > Width() ) { nCopySizeX = Width() - nDestX1; } if ( nDestY1 < 0 ) { nCopySizeY += nDestY1; nDestY1 = 0; } if ( nDestY1 + nCopySizeY > Height() ) { nCopySizeY = Height() - nDestY1; } if ( nCopySizeX <= 0 || nCopySizeY <= 0 ) { return; } // Copy the pixel data for ( int y = 0 ; y < nCopySizeY ; ++y ) { // Wow, this could be a lot faster in the common case // that the pixe formats are the same. But...this code // is simple and works, and is NOT the root of all evil. for ( int x = 0 ; x < nCopySizeX ; ++x ) { Color c = src.GetColor( nSrcX1 + x, nSrcY1 + y ); SetColor( nDestX1 + x, nDestY1 + y, c ); } } } void Bitmap_t::SetPixelData( const Bitmap_t &src, int nDestX1, int nDestY1 ) { SetPixelData( src, 0, 0, src.Width(), src.Height(), nDestX1, nDestY1 ); }