#ifndef INCLUDED_LOAD_IMAGE_H #define INCLUDED_LOAD_IMAGE_H ////////////////////////////////////////////////////////////////////////////// // // Copyright (c) 2012, Industrial Light & Magic, a division of Lucasfilm // Entertainment Company Ltd. Portions contributed and copyright held by // others as indicated. 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 // any other contributors to this software 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. // ////////////////////////////////////////////////////////////////////////////// //---------------------------------------------------------------------------- // // Load an OpenEXR image into a pixel array. // //---------------------------------------------------------------------------- #include "namespaceAlias.h" #include #include #include // // Load an OpenEXR image file: // // fileName The name of the file to be loaded. // // channel If channel is 0, load the R, G and B channels, // otherwise channel must point to the name of the // image channel to be loaded; the channel is copied // into the R, G and B components of the frame buffer. // // layer Used only if channel is 0: if layer is 0, load // the R, G and B channels, otherwise load layer.R, // layer.G and layer.B. // // preview If preview is true load the file's preview image, // otherwise load the main image. // // lx, ly If lx != 0 or ly != 0 then assume that the input // file is tiled and load level (0, 0). // // header Output -- the header of the input file, but with // the dataWindow, displayWindow and pixelAspectRatio // attributes adjusted to match what parts of the file // were actually loaded. // // pixels Output -- the pixels loaded from the file. // loadImage() resizes the pixels array to fit // the dataWindow attribute of the header. // void loadImage (const char fileName[], const char channel[], const char layer[], bool preview, int lx, int ly, int partnum, int &zsize, IMF::Header &header, IMF::Array &pixels, IMF::Array &zbuffer, IMF::Array &sampleCount, bool deepComp); #endif