Add support for loading PSD files.

Add missing files.
2.0
castano 17 years ago
parent b2252fc828
commit 68b0c2697c

@ -122,3 +122,12 @@ void Image::setFormat(Image::Format f)
m_format = f;
}
void Image::fill(Color32 c)
{
const uint size = m_width * m_height;
for (uint i = 0; i < size; ++i)
{
m_data[i] = c;
}
}

@ -48,6 +48,8 @@ namespace nv
NVIMAGE_API Format format() const;
NVIMAGE_API void setFormat(Format f);
NVIMAGE_API void fill(Color32 c);
private:
void free();

@ -11,6 +11,7 @@
#include "Image.h"
#include "FloatImage.h"
#include "TgaFile.h"
#include "PsdFile.h"
// Extern
#if defined(HAVE_JPEG)
@ -85,6 +86,7 @@ Image * nv::ImageIO::load(const char * name, Stream & s)
Image * nv::ImageIO::loadTGA(Stream & s)
{
nvCheck(!s.isError());
nvCheck(s.isLoading());
TgaHeader tga;
s << tga;
@ -315,6 +317,153 @@ bool nv::ImageIO::saveTGA(Stream & s, const Image * img)
return true;
}
/// Load PSD image.
Image * nv::ImageIO::loadPSD(Stream & s)
{
nvCheck(!s.isError());
nvCheck(s.isLoading());
PsdHeader header;
s << header;
if (!header.isValid())
{
return NULL;
}
if (!header.isSupported())
{
return NULL;
}
int tmp;
// Skip mode data.
s << tmp;
s.seek(s.tell() + tmp);
// Skip image resources.
s << tmp;
s.seek(s.tell() + tmp);
// Skip the reserved data.
s << tmp;
s.seek(s.tell() + tmp);
// Find out if the data is compressed.
// Known values:
// 0: no compression
// 1: RLE compressed
uint16 compression;
s << compression;
if (compression > 1) {
// Unknown compression type.
return NULL;
}
uint channel_num = header.channel_count;
AutoPtr<Image> img(new Image());
img->allocate(header.width, header.height);
if (channel_num < 4)
{
// Clear the image.
img->fill(Color32(0, 0, 0, 0xFF));
}
else
{
// Enable alpha.
img->setFormat(Image::Format_ARGB);
// Ignore remaining channels.
channel_num = 4;
}
const uint pixel_count = header.height * header.width;
static const uint components[4] = {2, 1, 0, 3};
if (compression)
{
s.seek(s.tell() + header.height * header.channel_count * sizeof(uint16));
// Read RLE data.
for (uint channel = 0; channel < channel_num; channel++)
{
uint8 * ptr = (uint8 *)img->pixels() + components[channel];
uint count = 0;
while( count < pixel_count )
{
if (s.isAtEnd()) return NULL;
uint8 c;
s << c;
uint len = c;
if (len < 128)
{
// Copy next len+1 bytes literally.
len++;
count += len;
if (count > pixel_count) return NULL;
while (len != 0)
{
s << *ptr;
ptr += 4;
len--;
}
}
else if (len > 128)
{
// Next -len+1 bytes in the dest are replicated from next source byte.
// (Interpret len as a negative 8-bit int.)
len ^= 0xFF;
len += 2;
count += len;
if (s.isAtEnd() || count > pixel_count) return NULL;
uint8 val;
s << val;
while( len != 0 ) {
*ptr = val;
ptr += 4;
len--;
}
}
else if( len == 128 ) {
// No-op.
}
}
}
}
else
{
// We're at the raw image data. It's each channel in order (Red, Green, Blue, Alpha, ...)
// where each channel consists of an 8-bit value for each pixel in the image.
// Read the data by channel.
for (uint channel = 0; channel < channel_num; channel++)
{
uint8 * ptr = (uint8 *)img->pixels() + components[channel];
// Read the data.
uint count = pixel_count;
while (count != 0)
{
s << *ptr;
ptr += 4;
count--;
}
}
}
return img.release();
}
#if defined(HAVE_PNG)

@ -19,6 +19,8 @@ namespace nv
NVIMAGE_API Image * loadTGA(Stream & s);
NVIMAGE_API bool saveTGA(Stream & s, const Image * img);
NVIMAGE_API Image * loadPSD(Stream & s);
#if defined(HAVE_PNG)
NVIMAGE_API Image * loadPNG(Stream & s);
NVIMAGE_API FloatImage * loadFloatPNG(Stream & s);

@ -0,0 +1,69 @@
// This code is in the public domain -- castanyo@yahoo.es
#ifndef NV_IMAGE_PSDFILE_H
#define NV_IMAGE_PSDFILE_H
#include <nvcore/Stream.h>
namespace nv
{
enum PsdColorMode
{
PsdColorMode_Bitmap = 0,
PsdColorMode_GrayScale = 1,
PsdColorMode_Indexed = 2,
PsdColorMode_RGB = 3,
PsdColorMode_CMYK = 4,
PsdColorMode_MultiChannel = 7,
PsdColorMode_DuoTone = 8,
PsdColorMode_LabColor = 9
};
/// PSD header.
struct PsdHeader
{
uint32 signature;
uint16 version;
uint8 reserved[6];
uint16 channel_count;
uint32 height;
uint32 width;
uint16 depth;
uint16 color_mode;
bool isValid() const
{
return signature == 0x38425053; // '8BPS'
}
bool isSupported() const
{
if (version != 1) {
return false;
}
if (channel_count > 4) {
return false;
}
if (depth != 8) {
return false;
}
if (color_mode != PsdColorMode_RGB) {
return false;
}
return true;
}
};
inline Stream & operator<< (Stream & s, PsdHeader & head)
{
s << head.signature << head.version;
for (int i = 0; i < 6; i++) {
s << head.reserved[i];
}
return s << head.channel_count << head.height << head.width << head.depth << head.color_mode;
}
} // nv namespace
#endif // NV_IMAGE_PSDFILE_H

@ -0,0 +1,173 @@
// This code is in the public domain -- castanyo@yahoo.es
#include <nvmath/Basis.h>
using namespace nv;
/// Normalize basis vectors.
void Basis::normalize(float epsilon /*= NV_EPSILON*/)
{
normal = ::normalize(normal, epsilon);
tangent = ::normalize(tangent, epsilon);
bitangent = ::normalize(bitangent, epsilon);
}
/// Gram-Schmidt orthogonalization.
/// @note Works only if the vectors are close to orthogonal.
void Basis::orthonormalize(float epsilon /*= NV_EPSILON*/)
{
// N' = |N|
// T' = |T - (N' dot T) N'|
// B' = |B - (N' dot B) N' - (T' dot B) T'|
normal = ::normalize(normal, epsilon);
tangent -= normal * dot(normal, tangent);
tangent = ::normalize(tangent, epsilon);
bitangent -= normal * dot(normal, bitangent);
bitangent -= tangent * dot(tangent, bitangent);
bitangent = ::normalize(bitangent, epsilon);
}
/// Robust orthonormalization.
/// Returns an orthonormal basis even when the original is degenerate.
void Basis::robustOrthonormalize(float epsilon /*= NV_EPSILON*/)
{
if (length(normal) < epsilon)
{
normal = cross(tangent, bitangent);
if (length(normal) < epsilon)
{
tangent = Vector3(1, 0, 0);
bitangent = Vector3(0, 1, 0);
normal = Vector3(0, 0, 1);
return;
}
}
normal = ::normalize(normal, epsilon);
tangent -= normal * dot(normal, tangent);
bitangent -= normal * dot(normal, bitangent);
if (length(tangent) < epsilon)
{
if (length(bitangent) < epsilon)
{
buildFrameForDirection(normal);
}
else
{
tangent = cross(bitangent, normal);
nvCheck(isNormalized(tangent, epsilon));
}
}
else
{
tangent = ::normalize(tangent, epsilon);
bitangent -= tangent * dot(tangent, bitangent);
if (length(bitangent) < epsilon)
{
bitangent = cross(tangent, normal);
nvCheck(isNormalized(bitangent));
}
else
{
tangent = ::normalize(tangent, epsilon);
}
}
// Check vector lengths.
nvCheck(isNormalized(normal, epsilon));
nvCheck(isNormalized(tangent, epsilon));
nvCheck(isNormalized(bitangent, epsilon));
// Check vector angles.
nvCheck(equal(dot(normal, tangent), 0.0f, epsilon));
nvCheck(equal(dot(normal, bitangent), 0.0f, epsilon));
nvCheck(equal(dot(tangent, bitangent), 0.0f, epsilon));
// Check vector orientation.
const float det = dot(cross(normal, tangent), bitangent);
nvCheck(equal(det, 1.0f, epsilon) || equal(det, -1.0f, epsilon));
}
/// Build an arbitrary frame for the given direction.
void Basis::buildFrameForDirection(Vector3::Arg d)
{
nvCheck(isNormalized(d));
normal = d;
// Choose minimum axis.
if (fabsf(normal.x()) < fabsf(normal.y()) && fabsf(normal.x()) < fabsf(normal.z()))
{
tangent = Vector3(1, 0, 0);
}
else if (fabsf(normal.y()) < fabsf(normal.z()))
{
tangent = Vector3(0, 1, 0);
}
else
{
tangent = Vector3(0, 0, 1);
}
// Ortogonalize
tangent -= normal * dot(normal, tangent);
tangent = ::normalize(tangent);
bitangent = cross(normal, tangent);
}
/*
/// Transform by this basis. (From this basis to object space).
Vector3 Basis::transform(Vector3::Arg v) const
{
Vector3 o = tangent * v.x();
o += bitangent * v.y();
o += normal * v.z();
return o;
}
/// Transform by the transpose. (From object space to this basis).
Vector3 Basis::transformT(Vector3::Arg v)
{
return Vector3(dot(tangent, v), dot(bitangent, v), dot(normal, v));
}
/// Transform by the inverse. (From object space to this basis).
/// @note Uses Kramer's rule so the inverse is not accurate if the basis is ill-conditioned.
Vector3 Basis::transformI(Vector3::Arg v) const
{
const float det = determinant();
nvCheck(!equalf(det, 0.0f));
const float idet = 1.0f / det;
// Rows of the inverse matrix.
Vector3 r0, r1, r2;
r0.x = (bitangent.y() * normal.z() - bitangent.z() * normal.y()) * idet;
r0.y = -(bitangent.x() * normal.z() - bitangent.z() * normal.x()) * idet;
r0.z = (bitangent.x() * normal.y() - bitangent.y() * normal.x()) * idet;
r1.x = -(tangent.y() * normal.z() - tangent.z() * normal.y()) * idet;
r1.y = (tangent.x() * normal.z() - tangent.z() * normal.x()) * idet;
r1.z = -(tangent.x() * normal.y() - tangent.y() * normal.x()) * idet;
r2.x = (tangent.y() * bitangent.z() - tangent.z() * bitangent.y()) * idet;
r2.y = -(tangent.x() * bitangent.z() - tangent.z() * bitangent.x()) * idet;
r2.z = (tangent.x() * bitangent.y() - tangent.y() * bitangent.x()) * idet;
return Vector3(dot(v, r0), dot(v, r1), dot(v, r2));
}
*/

@ -0,0 +1,78 @@
// This code is in the public domain -- castanyo@yahoo.es
#ifndef NV_MATH_BASIS_H
#define NV_MATH_BASIS_H
#include <nvmath/nvmath.h>
#include <nvmath/Vector.h>
#include <nvmath/Matrix.h>
namespace nv
{
/// Basis class to compute tangent space basis, ortogonalizations and to
/// transform vectors from one space to another.
struct Basis
{
/// Create a null basis.
Basis() : tangent(0, 0, 0), bitangent(0, 0, 0), normal(0, 0, 0) {}
/// Create a basis given three vectors.
Basis(Vector3::Arg n, Vector3::Arg t, Vector3::Arg b) : tangent(t), bitangent(b), normal(n) {}
/// Create a basis with the given tangent vectors and the handness.
Basis(Vector3::Arg n, Vector3::Arg t, float sign)
{
build(n, t, sign);
}
NVMATH_API void normalize(float epsilon = NV_EPSILON);
NVMATH_API void orthonormalize(float epsilon = NV_EPSILON);
NVMATH_API void robustOrthonormalize(float epsilon = NV_EPSILON);
NVMATH_API void buildFrameForDirection(Vector3::Arg d);
/// Calculate the determinant [ F G N ] to obtain the handness of the basis.
float handness() const
{
return determinant() > 0.0f ? 1.0f : -1.0f;
}
/// Build a basis from 2 vectors and a handness flag.
void build(Vector3::Arg n, Vector3::Arg t, float sign)
{
normal = n;
tangent = t;
bitangent = sign * cross(t, n);
}
/// Compute the determinant of this basis.
float determinant() const
{
return
tangent.x() * bitangent.y() * normal.z() - tangent.z() * bitangent.y() * normal.x() +
tangent.y() * bitangent.z() * normal.x() - tangent.y() * bitangent.x() * normal.z() +
tangent.z() * bitangent.x() * normal.y() - tangent.x() * bitangent.z() * normal.y();
}
/*
// Get transform matrix for this basis.
NVMATH_API Matrix matrix() const;
// Transform by this basis. (From this basis to object space).
NVMATH_API Vector3 transform(Vector3::Arg v) const;
// Transform by the transpose. (From object space to this basis).
NVMATH_API Vector3 transformT(Vector3::Arg v);
// Transform by the inverse. (From object space to this basis).
NVMATH_API Vector3 transformI(Vector3::Arg v) const;
*/
Vector3 tangent;
Vector3 bitangent;
Vector3 normal;
};
} // nv namespace
#endif // NV_MATH_BASIS_H
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