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<title>Castle Game Engine: CastleImages: Class TEncodedImage</title>
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<a name="TEncodedImage"></a><h1 class="cio">Class TEncodedImage</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="CastleImages.html">CastleImages</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TEncodedImage = class(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Abstract class for an image with unspecified, possibly compressed, memory format. The idea is that both uncompressed images (<a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a>) and images compressed for GPU (<a class="normal" href="CastleImages.TGPUCompressedImage.html">TGPUCompressedImage</a>) are derived from this class.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TEncodedImage</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code><b><a href="CastleImages.TEncodedImage.html#FRawPixels">FRawPixels</a></b>: Pointer;</code></td>
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<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="itemcode"><code>destructor <b><a href="CastleImages.TEncodedImage.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TEncodedImage.html#Size">Size</a></b>: Cardinal; virtual; abstract;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TEncodedImage.html#IsEmpty">IsEmpty</a></b>: boolean;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TEncodedImage.html#HasAlpha">HasAlpha</a></b>: boolean; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TEncodedImage.html#AlphaChannel">AlphaChannel</a></b>( const AlphaTolerance: Byte = <a href="CastleImages.html#DefaultAlphaTolerance">DefaultAlphaTolerance</a>): <a href="CastleImages.html#TAlphaChannel">TAlphaChannel</a>; virtual;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleImages.TEncodedImage.html#Rect">Rect</a></b>: <a href="CastleRectangles.TRectangle.html">TRectangle</a>;</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="CastleImages.TEncodedImage.html#URL">URL</a></b>: string read FURL write FURL;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleImages.TEncodedImage.html#Width">Width</a></b>: Cardinal read FWidth;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleImages.TEncodedImage.html#Height">Height</a></b>: Cardinal read FHeight;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleImages.TEncodedImage.html#Depth">Depth</a></b>: Cardinal read FDepth;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a></b>: Pointer read <a href="CastleImages.TEncodedImage.html#FRawPixels">FRawPixels</a>;</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="FRawPixels"></a><code><b>FRawPixels</b>: Pointer;</code></td>
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<p>
Operate on this by Get/Realloc/FreeMem. It's always freed and nil'ed in destructor.</p>
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<h3 class="detail">Methods</h3>
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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="Size"></a><code>function <b>Size</b>: Cardinal; virtual; abstract;</code></td>
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<p>
Size of image contents in bytes.</p>
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<td class="itemcode"><a name="IsEmpty"></a><code>function <b>IsEmpty</b>: boolean;</code></td>
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<p>
Is an image empty.
<p><code>True</code> means that <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> = <code>Nil</code>, and Width * Height * Depth = 0 (so either Width = 0 or Height = 0 or Depth = 0).
<p><code>False</code> means that <a class="normal" href="CastleImages.TEncodedImage.html#RawPixels">RawPixels</a> <> nil and Width * Height * Depth <> 0 (so all Width > 0 and Height > 0 and Depth > 0, since they are Cardinal (unsigned) always).</p>
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<td class="itemcode"><a name="HasAlpha"></a><code>function <b>HasAlpha</b>: boolean; virtual;</code></td>
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<p>
Does an image have an alpha channel.
<p>You may also be interested in the <a class="normal" href="CastleImages.TEncodedImage.html#AlphaChannel">AlphaChannel</a>. <a class="normal" href="CastleImages.TEncodedImage.html#AlphaChannel">AlphaChannel</a> answers always atNone if <code>HasAlpha</code> = false, and always acSimpleYesNo or acFullRange if <code>HasAlpha</code> = true. But <a class="normal" href="CastleImages.TEncodedImage.html#AlphaChannel">AlphaChannel</a> may perform longer analysis of pixels (to differ between acSimpleYesNo and acFullRange), while this function always executes ultra-fast (as it's constant for each <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a> descendant).
<p><i>Descendants implementors notes:</i> in this class, <a class="normal" href="CastleImages.TCastleImage.html">TCastleImage</a>, this returns <code>False</code>. Override to return <code>True</code> for images with alpha channel.</p>
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<td class="itemcode"><a name="AlphaChannel"></a><code>function <b>AlphaChannel</b>( const AlphaTolerance: Byte = <a href="CastleImages.html#DefaultAlphaTolerance">DefaultAlphaTolerance</a>): <a href="CastleImages.html#TAlphaChannel">TAlphaChannel</a>; virtual;</code></td>
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<p>
Check does an image have an alpha channel, and if yes analyze alpha channel: is it a single yes-no (only full or none values), or does it have alpha values in between?</p>
<p>
<p>This is quite useful for automatic detection how alpha textures should be displayed: for simple yes/no alpha, OpenGL alpha_test is a simple solution. For full range alpha, OpenGL blending should be used. Blending is a little problematic, since it requires special rendering order, since it doesn't cooperate nicely with Z-buffer. That's why we try to detect simple yes/no alpha textures, so that we're able to use simpler alpha test for them.
<p>We return "simple yes/no alpha channel" is all the alpha values (for every pixel) are 0, or 255, or (when AlphaTolerance <> 0) are close to them by AlphaTolerance. So, to be precise, alpha value must be <= AlphaTolerance, or >= 255 - AlphaTolerance. If any alpha value is between [AlphaTolerance + 1, 255 - AlphaTolerance - 1] then we return "full range alpha channel". Note that for AlphaTolerance >= 128, all images are treated as "simple yes/no alpha". Usually, you want to keep AlphaTolerance small.
<p><i>Descendants implementors notes:</i> in this class, this simply always returns atNone. For descendants that have alpha channel, implement it, honouring AlphaTolerance as described.</p>
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<td class="itemcode"><a name="Rect"></a><code>function <b>Rect</b>: <a href="CastleRectangles.TRectangle.html">TRectangle</a>;</code></td>
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<p>
Rectangle representing the inside of this image. Always (Left,Bottom) are zero, and (Width,Height) correspond to image sizes.</p>
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<h3 class="detail">Properties</h3>
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<td class="itemcode"><a name="URL"></a><code>property <b>URL</b>: string read FURL write FURL;</code></td>
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<p>
<code>URL</code> from which this image was loaded, if any.</p>
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<td class="itemcode"><a name="Width"></a><code>property <b>Width</b>: Cardinal read FWidth;</code></td>
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<td class="itemcode"><a name="Height"></a><code>property <b>Height</b>: Cardinal read FHeight;</code></td>
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<td class="itemcode"><a name="Depth"></a><code>property <b>Depth</b>: Cardinal read FDepth;</code></td>
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<td class="itemcode"><a name="RawPixels"></a><code>property <b>RawPixels</b>: Pointer read <a href="CastleImages.TEncodedImage.html#FRawPixels">FRawPixels</a>;</code></td>
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