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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TDDSImage"></a><h1 class="cio">Class TDDSImage</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleDDS.html">CastleDDS</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TDDSImage = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
DDS image file.
<p>Basically, DDS is just a sequence of images (in the <a class="normal" href="CastleDDS.TDDSImage.html#Images">Images</a> property). The interpretation of the image sequence depends on other fields: first of all <a class="normal" href="CastleDDS.TDDSImage.html#DDSType">DDSType</a> and <a class="normal" href="CastleDDS.TDDSImage.html#Mipmaps">Mipmaps</a>.
<p>The basic usage of this class is to load a DDS file: see <a class="normal" href="CastleDDS.TDDSImage.html#LoadFromFile">LoadFromFile</a>, <a class="normal" href="CastleDDS.TDDSImage.html#LoadFromStream">LoadFromStream</a>.
<p>Note that you can write (change) many properties of this class. This allows you to create, or load and edit, DDS files. You can even later save the DDS image back to the stream (like a file) by <a class="normal" href="CastleDDS.TDDSImage.html#SaveToStream">SaveToStream</a> or <a class="normal" href="CastleDDS.TDDSImage.html#SaveToFile">SaveToFile</a>. Be careful though: you're responsible then to set all properties to sensible values. For example, the length (and interpretation) of <a class="normal" href="CastleDDS.TDDSImage.html#Images">Images</a> list is determined by other properties of this class, so be sure to set them all to something sensible.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TDDSImage</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code>classvar <b><a href="CastleDDS.TDDSImage.html#AutomaticCompression">AutomaticCompression</a></b>: boolean;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>classvar <b><a href="CastleDDS.TDDSImage.html#AutomaticCompressionType">AutomaticCompressionType</a></b>: <a href="CastleImages.html#TGPUCompression">TGPUCompression</a>;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>constructor <b><a href="CastleDDS.TDDSImage.html#Create">Create</a></b>;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleDDS.TDDSImage.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleDDS.TDDSImage.html#CubeMapImage">CubeMapImage</a></b>(const Side: <a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a>; const Level: Cardinal = 0): <a href="CastleImages.TEncodedImage.html">TEncodedImage</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleDDS.TDDSImage.html#LoadFromStream">LoadFromStream</a></b>(Stream: TStream);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleDDS.TDDSImage.html#LoadFromFile">LoadFromFile</a></b>(const URL: string);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleDDS.TDDSImage.html#SaveToStream">SaveToStream</a></b>(Stream: TStream);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleDDS.TDDSImage.html#SaveToFile">SaveToFile</a></b>(const URL: string);</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleDDS.TDDSImage.html#Close">Close</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleDDS.TDDSImage.html#Flatten3d">Flatten3d</a></b>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleDDS.TDDSImage.html#DecompressTexture">DecompressTexture</a></b>;</code></td>
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<td class="itemcode"><code>class function <b><a href="CastleDDS.TDDSImage.html#MatchesURL">MatchesURL</a></b>(const URL: string): boolean;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#Images">Images</a></b>: <a href="CastleImages.html#TEncodedImageList">TEncodedImageList</a> read FImages;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#Width">Width</a></b>: Cardinal read FWidth write FWidth;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#Height">Height</a></b>: Cardinal read FHeight write FHeight;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#DDSType">DDSType</a></b>: <a href="CastleDDS.html#TDDSType">TDDSType</a> read FDDSType write FDDSType;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#Mipmaps">Mipmaps</a></b>: boolean read FMipmaps write FMipmaps;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#MipmapsCount">MipmapsCount</a></b>: Cardinal read FMipmapsCount write FMipmapsCount;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#CubeMapSides">CubeMapSides</a></b>: <a href="CastleDDS.html#TDDSCubeMapSides">TDDSCubeMapSides</a> read FCubeMapSides write FCubeMapSides;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#Depth">Depth</a></b>: Cardinal read FDepth write FDepth;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleDDS.TDDSImage.html#OwnsFirstImage">OwnsFirstImage</a></b>: boolean read FOwnsFirstImage write FOwnsFirstImage
default true;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="AutomaticCompression"></a><code>classvar <b>AutomaticCompression</b>: boolean;</code></td>
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<p>
Some DDS files specify unknown GPU texture compression. To read them, set this to true and set <a class="normal" href="CastleDDS.TDDSImage.html#AutomaticCompressionType">AutomaticCompressionType</a>.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AutomaticCompressionType"></a><code>classvar <b>AutomaticCompressionType</b>: <a href="CastleImages.html#TGPUCompression">TGPUCompression</a>;</code></td>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="CubeMapImage"></a><code>function <b>CubeMapImage</b>(const Side: <a href="CastleDDS.html#TDDSCubeMapSide">TDDSCubeMapSide</a>; const Level: Cardinal = 0): <a href="CastleImages.TEncodedImage.html">TEncodedImage</a>;</code></td>
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<p>
Return given side of cube map. Assumes <a class="normal" href="CastleDDS.TDDSImage.html#DDSType">DDSType</a> = dtCubeMap and <a class="normal" href="CastleDDS.TDDSImage.html#CubeMapSides">CubeMapSides</a> = all.
<p>Level is mipmap level. Pass 0 for base level. When not <a class="normal" href="CastleDDS.TDDSImage.html#Mipmaps">Mipmaps</a>, Level must be 0.</p>
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<td class="itemcode"><a name="LoadFromStream"></a><code>procedure <b>LoadFromStream</b>(Stream: TStream);</code></td>
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<p>
Load DDS image from any TStream. </p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleDDS.EInvalidDDS.html">EInvalidDDS</a></dt>
<dd>In case of any error in the file data.</dd>
</dl>
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<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(const URL: string);</code></td>
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<td class="itemcode"><a name="SaveToStream"></a><code>procedure <b>SaveToStream</b>(Stream: TStream);</code></td>
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<td class="itemcode"><a name="SaveToFile"></a><code>procedure <b>SaveToFile</b>(const URL: string);</code></td>
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<td class="itemcode"><a name="Close"></a><code>procedure <b>Close</b>;</code></td>
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<p>
Close all loaded image data. Effectively, this releases all data loaded by <a class="normal" href="CastleDDS.TDDSImage.html#LoadFromStream">LoadFromStream</a>, reverting the object to the state right after creation.</p>
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<td class="itemcode"><a name="Flatten3d"></a><code>procedure <b>Flatten3d</b>;</code></td>
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<p>
Convert 3D images in <a class="normal" href="CastleDDS.TDDSImage.html#Images">Images</a> list into a sequences of 2D images. Useful utility for 3d (volume) textures.
<p>Normal loading of 3d DDS textures creates single <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> (using Depth possibly > 1) for each mipmap level. Such <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> with depth is comfortable if you want to load this 3d texture into OpenGL (as then the image data is just a continous memory area, loadable by glTexImage3d). But it's not comfortable if you want to display it using some 2D GUI. For example, it's not comfortable for image viewer like glViewImage.
<p>So this method will convert such <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> instances (with Depth > 1) into a sequence of <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> instances all with Depth = 1. This isn't difficult, memory contents on 3d <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> may be splitted into many 2d <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> instances without problems.
<p>Note that it's safe to do this before saving the image. <a class="normal" href="CastleDDS.TDDSImage.html#SaveToFile">SaveToFile</a>/<a class="normal" href="CastleDDS.TDDSImage.html#SaveToStream">SaveToStream</a> methods accept both layouts of images (because, as said, memory contents actually are the same before and after splitting).
<p>Note that this may free all Images (possibly even whole Images object), disregarding <a class="normal" href="CastleDDS.TDDSImage.html#OwnsFirstImage">OwnsFirstImage</a> (as it would be difficult, since it may or may not replace it with new images).</p>
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<td class="itemcode"><a name="DecompressTexture"></a><code>procedure <b>DecompressTexture</b>;</code></td>
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<p>
Decompress texture images (if any) on the <a class="normal" href="CastleDDS.TDDSImage.html#Images">Images</a> list, replacing them with uncompressed equivalents. This can be used to decompress textures compressed using GPU compression algorithms, see <a class="normal" href="CastleImages.html#TGPUCompression">TGPUCompression</a>. See <a class="normal" href="CastleImages.TGPUCompressedImage.html#Decompress">TGPUCompressedImage.Decompress</a>.
<p>Just like <a class="normal" href="CastleDDS.TDDSImage.html#Flatten3d">Flatten3d</a>: Note that this may free all Images (possibly even whole Images object), disregarding <a class="normal" href="CastleDDS.TDDSImage.html#OwnsFirstImage">OwnsFirstImage</a> (as it would be difficult, since it may or may not replace it with new images).
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleImages.ECannotDecompressTexture.html">ECannotDecompressTexture</a></dt>
<dd>If some image cannot be decompressed for any reason.</dd>
</dl>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MatchesURL"></a><code>class function <b>MatchesURL</b>(const URL: string): boolean;</code></td>
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<p>
Does this URL look like it contains DDS contents. Guesses looking at filename extension.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="Images"></a><code>property <b>Images</b>: <a href="CastleImages.html#TEncodedImageList">TEncodedImageList</a> read FImages;</code></td>
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<p>
Images sequence stored in this DDS file.
<p>This has always length > 0 when DDS is successfully loaded (that is, when <a class="normal" href="CastleDDS.TDDSImage.html#LoadFromStream">LoadFromStream</a> method finished without raising any exception).</p>
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<td class="itemcode"><a name="Width"></a><code>property <b>Width</b>: Cardinal read FWidth write FWidth;</code></td>
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<td class="itemcode"><a name="Height"></a><code>property <b>Height</b>: Cardinal read FHeight write FHeight;</code></td>
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<td class="itemcode"><a name="DDSType"></a><code>property <b>DDSType</b>: <a href="CastleDDS.html#TDDSType">TDDSType</a> read FDDSType write FDDSType;</code></td>
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<td class="itemcode"><a name="Mipmaps"></a><code>property <b>Mipmaps</b>: boolean read FMipmaps write FMipmaps;</code></td>
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<p>
Does this DDS file contain mipmaps. If <code>True</code>, then all <a class="normal" href="CastleDDS.TDDSImage.html#Images">Images</a> are guaranteed to have sizes being power of 2.</p>
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<td class="itemcode"><a name="MipmapsCount"></a><code>property <b>MipmapsCount</b>: Cardinal read FMipmapsCount write FMipmapsCount;</code></td>
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<p>
Mipmaps count. Always 1 when <a class="normal" href="CastleDDS.TDDSImage.html#Mipmaps">Mipmaps</a> = <code>False</code>, this is usually comfortable.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CubeMapSides"></a><code>property <b>CubeMapSides</b>: <a href="CastleDDS.html#TDDSCubeMapSides">TDDSCubeMapSides</a> read FCubeMapSides write FCubeMapSides;</code></td>
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<p>
Present cube map sides. Valid only when image is loaded and is dtCubeMap.</p>
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<td class="itemcode"><a name="Depth"></a><code>property <b>Depth</b>: Cardinal read FDepth write FDepth;</code></td>
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<p>
Depth of volume (3D) texture. Always 1 when <a class="normal" href="CastleDDS.TDDSImage.html#DDSType">DDSType</a> is not dtVolume, this is usually comfortable.</p>
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<td class="itemcode"><a name="OwnsFirstImage"></a><code>property <b>OwnsFirstImage</b>: boolean read FOwnsFirstImage write FOwnsFirstImage
default true;</code></td>
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<p>
When <code>False</code>, then closing this DDS image will not free Images[0]. Closing happens when you call the <a class="normal" href="CastleDDS.TDDSImage.html#Close">Close</a> method or destructor of this object. When this is <code>False</code>, you're responsible to storing and freeing Images[0] later yourself, or you'll get memory leaks.</p>
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