/////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas // Digital Ltd. LLC // // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are // met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above // copyright notice, this list of conditions and the following disclaimer // in the documentation and/or other materials provided with the // distribution. // * Neither the name of Industrial Light & Magic nor the names of // its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT // 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 // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // /////////////////////////////////////////////////////////////////////////// #ifndef INCLUDED_IMF_FRAME_BUFFER_H #define INCLUDED_IMF_FRAME_BUFFER_H //----------------------------------------------------------------------------- // // class Slice // class FrameBuffer // //----------------------------------------------------------------------------- #include #include #include #include namespace Imf { //------------------------------------------------------- // Description of a single slice of the frame buffer: // // Note -- terminology: as part of a file, a component of // an image (e.g. red, green, blue, depth etc.) is called // a "channel". As part of a frame buffer, an image // component is called a "slice". //------------------------------------------------------- struct Slice { //------------------------------ // Data type; see ImfPixelType.h //------------------------------ PixelType type; //--------------------------------------------------------------------- // Memory layout: The address of pixel (x, y) is // // base + (xp / xSampling) * xStride + (yp / ySampling) * yStride // // where xp and yp are computed as follows: // // * If we are reading or writing a scanline-based file: // // xp = x // yp = y // // * If we are reading a tile whose upper left coorner is at (xt, yt): // // if xTileCoords is true then xp = x - xt, else xp = x // if yTileCoords is true then yp = y - yt, else yp = y // //--------------------------------------------------------------------- char * base; size_t xStride; size_t yStride; //-------------------------------------------- // Subsampling: pixel (x, y) is present in the // slice only if // // x % xSampling == 0 && y % ySampling == 0 // //-------------------------------------------- int xSampling; int ySampling; //---------------------------------------------------------- // Default value, used to fill the slice when a file without // a channel that corresponds to this slice is read. //---------------------------------------------------------- double fillValue; //------------------------------------------------------- // For tiled files, the xTileCoords and yTileCoords flags // determine whether pixel addressing is performed using // absolute coordinates or coordinates relative to a // tile's upper left corner. (See the comment on base, // xStride and yStride, above.) // // For scanline-based files these flags have no effect; // pixel addressing is always done using absolute // coordinates. //------------------------------------------------------- bool xTileCoords; bool yTileCoords; //------------ // Constructor //------------ Slice (PixelType type = HALF, char * base = 0, size_t xStride = 0, size_t yStride = 0, int xSampling = 1, int ySampling = 1, double fillValue = 0.0, bool xTileCoords = false, bool yTileCoords = false); }; class FrameBuffer { public: //------------ // Add a slice //------------ void insert (const char name[], const Slice &slice); void insert (const std::string &name, const Slice &slice); //---------------------------------------------------------------- // Access to existing slices: // // [n] Returns a reference to the slice with name n. // If no slice with name n exists, an Iex::ArgExc // is thrown. // // findSlice(n) Returns a pointer to the slice with name n, // or 0 if no slice with name n exists. // //---------------------------------------------------------------- Slice & operator [] (const char name[]); const Slice & operator [] (const char name[]) const; Slice & operator [] (const std::string &name); const Slice & operator [] (const std::string &name) const; Slice * findSlice (const char name[]); const Slice * findSlice (const char name[]) const; Slice * findSlice (const std::string &name); const Slice * findSlice (const std::string &name) const; //----------------------------------------- // Iterator-style access to existing slices //----------------------------------------- typedef std::map SliceMap; class Iterator; class ConstIterator; Iterator begin (); ConstIterator begin () const; Iterator end (); ConstIterator end () const; Iterator find (const char name[]); ConstIterator find (const char name[]) const; Iterator find (const std::string &name); ConstIterator find (const std::string &name) const; private: SliceMap _map; }; //---------- // Iterators //---------- class FrameBuffer::Iterator { public: Iterator (); Iterator (const FrameBuffer::SliceMap::iterator &i); Iterator & operator ++ (); Iterator operator ++ (int); const char * name () const; Slice & slice () const; private: friend class FrameBuffer::ConstIterator; FrameBuffer::SliceMap::iterator _i; }; class FrameBuffer::ConstIterator { public: ConstIterator (); ConstIterator (const FrameBuffer::SliceMap::const_iterator &i); ConstIterator (const FrameBuffer::Iterator &other); ConstIterator & operator ++ (); ConstIterator operator ++ (int); const char * name () const; const Slice & slice () const; private: friend bool operator == (const ConstIterator &, const ConstIterator &); friend bool operator != (const ConstIterator &, const ConstIterator &); FrameBuffer::SliceMap::const_iterator _i; }; //----------------- // Inline Functions //----------------- inline FrameBuffer::Iterator::Iterator (): _i() { // empty } inline FrameBuffer::Iterator::Iterator (const FrameBuffer::SliceMap::iterator &i): _i (i) { // empty } inline FrameBuffer::Iterator & FrameBuffer::Iterator::operator ++ () { ++_i; return *this; } inline FrameBuffer::Iterator FrameBuffer::Iterator::operator ++ (int) { Iterator tmp = *this; ++_i; return tmp; } inline const char * FrameBuffer::Iterator::name () const { return *_i->first; } inline Slice & FrameBuffer::Iterator::slice () const { return _i->second; } inline FrameBuffer::ConstIterator::ConstIterator (): _i() { // empty } inline FrameBuffer::ConstIterator::ConstIterator (const FrameBuffer::SliceMap::const_iterator &i): _i (i) { // empty } inline FrameBuffer::ConstIterator::ConstIterator (const FrameBuffer::Iterator &other): _i (other._i) { // empty } inline FrameBuffer::ConstIterator & FrameBuffer::ConstIterator::operator ++ () { ++_i; return *this; } inline FrameBuffer::ConstIterator FrameBuffer::ConstIterator::operator ++ (int) { ConstIterator tmp = *this; ++_i; return tmp; } inline const char * FrameBuffer::ConstIterator::name () const { return *_i->first; } inline const Slice & FrameBuffer::ConstIterator::slice () const { return _i->second; } inline bool operator == (const FrameBuffer::ConstIterator &x, const FrameBuffer::ConstIterator &y) { return x._i == y._i; } inline bool operator != (const FrameBuffer::ConstIterator &x, const FrameBuffer::ConstIterator &y) { return !(x == y); } } // namespace Imf #endif