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37 | <H3> 5.8.2 Updating Pixel Buffers </H3> |
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38 | <!--docid::SEC254::--> |
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39 | <P> |
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40 | |
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41 | Pixel Buffers can be updated in two different ways; a simple, convient way and a more difficult (but in some cases faster) method. Both methods make use of PixelBox objects (See section <A HREF="manual_60.html#SEC262">5.8.5 Pixel boxes</A>) to represent image data in memory. |
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42 | </P><P> |
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43 | |
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44 | <A NAME="SEC255"></A> |
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45 | <H3> blitFromMemory </H3> |
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46 | <!--docid::SEC255::--> |
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47 | <P> |
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48 | |
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49 | The easy method to get an image into a PixelBuffer is by using HardwarePixelBuffer::blitFromMemory. This takes a PixelBox object and does all necessary pixel format conversion and scaling for you. For example, to create a manual texture and load an image into it, all you have to do is |
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50 | </P><P> |
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51 | |
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52 | <TABLE><tr><td> </td><td class=example><pre>// Manually loads an image and puts the contents in a manually created texture |
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53 | Image img; |
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54 | img.load("elephant.png", "General"); |
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55 | // Create RGB texture with 5 mipmaps |
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56 | TexturePtr tex = TextureManager::getSingleton().createManual( |
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57 | "elephant", |
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58 | "General", |
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59 | TEX_TYPE_2D, |
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60 | img.getWidth(), img.getHeight(), |
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61 | 5, PF_X8R8G8B8); |
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62 | // Copy face 0 mipmap 0 of the image to face 0 mipmap 0 of the texture. |
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63 | tex->getBuffer(0,0)->blitFromMemory(img.getPixelBox(0,0)); |
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64 | </pre></td></tr></table></P><P> |
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65 | |
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66 | <A NAME="SEC256"></A> |
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67 | <H3> Direct memory locking </H3> |
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68 | <!--docid::SEC256::--> |
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69 | <P> |
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70 | |
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71 | A more advanced method to transfer image data from and to a PixelBuffer is to use locking. By locking a PixelBuffer |
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72 | you can directly access its contents in whatever the internal format of the buffer inside the GPU is. |
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73 | </P><P> |
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74 | |
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75 | <TABLE><tr><td> </td><td class=example><pre>/// Lock the buffer so we can write to it |
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76 | buffer->lock(HardwareBuffer::HBL_DISCARD); |
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77 | const PixelBox &pb = buffer->getCurrentLock(); |
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78 | |
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79 | /// Update the contents of pb here |
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80 | /// Image data starts at pb.data and has format pb.format |
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81 | /// Here we assume data.format is PF_X8R8G8B8 so we can address pixels as uint32. |
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82 | uint32 *data = static_cast<uint32*>(pb.data); |
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83 | size_t height = pb.getHeight(); |
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84 | size_t width = pb.getWidth(); |
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85 | size_t rowSkip = pb.getRowSkip(); // Skip between rows of image |
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86 | for(size_t y=0; y<height; ++y) |
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87 | { |
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88 | for(size_t x=0; x<width; ++x) |
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89 | { |
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90 | // 0xRRGGBB -> fill the buffer with yellow pixels |
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91 | data[rowSkip*y + x] = 0x00FFFF00; |
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92 | } |
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93 | } |
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94 | |
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95 | /// Unlock the buffer again (frees it for use by the GPU) |
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96 | buffer->unlock(); |
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97 | </pre></td></tr></table></P><P> |
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98 | |
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99 | <A NAME="Texture Types"></A> |
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