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blender-archive/source/blender/imbuf/intern/dds/Image.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

77 lines
1.3 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup imbdds
*/
/*
* This file is based on a similar file from the NVIDIA texture tools
* (http://nvidia-texture-tools.googlecode.com/)
*
* Original license from NVIDIA follows.
*/
/* This code is in the public domain -- <castanyo@yahoo.es> */
#pragma once
#include "Color.h"
#include "Common.h"
/** 32 bit RGBA image. */
class Image {
public:
enum Format {
Format_RGB,
Format_ARGB,
};
Image();
~Image();
void allocate(uint w, uint h);
#if 0
bool load(const char *name);
void wrap(void *data, uint w, uint h);
void unwrap();
#endif
uint width() const;
uint height() 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) const;
Color32 &pixel(uint x, uint y);
Format format() const;
void setFormat(Format f);
private:
void free();
private:
uint m_width;
uint m_height;
Format m_format;
Color32 *m_data;
};
inline const Color32 &Image::pixel(uint x, uint y) const
{
return pixel(y * width() + x);
}
inline Color32 &Image::pixel(uint x, uint y)
{
return pixel(y * width() + x);
}