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https://github.com/AxioDL/PrimeWorldEditor.git
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Initial commit of current work on Prime World Editor
This commit is contained in:
337
Resource/CTexture.cpp
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337
Resource/CTexture.cpp
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#include "CTexture.h"
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CTexture::CTexture() : CResource()
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{
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mTexelFormat = eRGBA8;
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mSourceTexelFormat = eRGBA8;
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mWidth = 0;
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mHeight = 0;
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mNumMipMaps = 0;
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mLinearSize = 0;
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mBufferExists = false;
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mImgDataBuffer = nullptr;
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mImgDataSize = 0;
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mGLBufferExists = false;
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}
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CTexture::CTexture(const CTexture& Source)
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{
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mTexelFormat = Source.mTexelFormat;
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mSourceTexelFormat = Source.mSourceTexelFormat;
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mWidth = Source.mWidth;
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mHeight = Source.mHeight;
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mLinearSize = Source.mLinearSize;
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mBufferExists = Source.mBufferExists;
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mImgDataSize = Source.mImgDataSize;
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mImgDataBuffer = new u8[mImgDataSize];
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memcpy(mImgDataBuffer, Source.mImgDataBuffer, mImgDataSize);
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mGLBufferExists = false;
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}
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CTexture::CTexture(u32 Width, u32 Height)
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{
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mTexelFormat = eRGBA8;
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mSourceTexelFormat = eRGBA8;
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mWidth = (u16) Width;
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mHeight = (u16) Height;
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mNumMipMaps = 1;
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mLinearSize = Width * Height * 4;
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mBufferExists = false;
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mImgDataBuffer = nullptr;
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mImgDataSize = 0;
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mGLBufferExists = false;
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}
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CTexture::~CTexture()
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{
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DeleteBuffers();
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}
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EResType CTexture::Type()
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{
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return eTexture;
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}
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bool CTexture::BufferGL()
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{
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glGenTextures(1, &mTextureID);
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glBindTexture(GL_TEXTURE_2D, mTextureID);
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GLenum GLFormat, GLType;
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bool IsCompressed = false;
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switch (mTexelFormat) {
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case eLuminance:
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GLFormat = GL_LUMINANCE;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case eLuminanceAlpha:
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GLFormat = GL_LUMINANCE_ALPHA;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case eRGB565:
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GLFormat = GL_RGB;
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GLType = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case eRGBA4:
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GLFormat = GL_RGBA;
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GLType = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case eRGBA8:
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GLFormat = GL_RGBA;
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GLType = GL_UNSIGNED_BYTE;
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break;
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case eDXT1:
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GLFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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IsCompressed = true;
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break;
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}
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// The smallest mipmaps are probably not being loaded correctly, because mipmaps in GX textures have a minimum size depending on the format, and these don't.
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// Not sure specifically what accomodations should be made to fix that though so whatever.
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u32 MipSize = mLinearSize;
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u32 MipOffset = 0;
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u16 MipW = mWidth, MipH = mHeight;
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for (u32 iMip = 0; iMip < mNumMipMaps; iMip++)
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{
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GLvoid *pData = (mBufferExists) ? (mImgDataBuffer + MipOffset) : NULL;
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if (!IsCompressed)
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glTexImage2D(GL_TEXTURE_2D, iMip, GLFormat, MipW, MipH, 0, GLFormat, GLType, pData);
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else
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glCompressedTexImage2D(GL_TEXTURE_2D, iMip, GLFormat, MipW, MipH, 0, MipSize, pData);
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MipW /= 2;
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MipH /= 2;
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MipOffset += MipSize;
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MipSize /= 4;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mNumMipMaps - 1);
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// Linear filtering on mipmaps:
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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// Anisotropic filtering:
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float MaxAnisotropy;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &MaxAnisotropy);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, MaxAnisotropy);
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mGLBufferExists = true;
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return true;
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}
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void CTexture::Bind(u32 GLTextureUnit)
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{
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glActiveTexture(GL_TEXTURE0 + GLTextureUnit);
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if (!mGLBufferExists)
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BufferGL();
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glBindTexture(GL_TEXTURE_2D, mTextureID);
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}
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void CTexture::Resize(u32 Width, u32 Height)
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{
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if ((mWidth != Width) || (mHeight != Height))
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{
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DeleteBuffers();
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mWidth = (u16) Width;
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mHeight = (u16) Height;
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mNumMipMaps = 1;
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}
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}
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bool CTexture::WriteDDS(COutputStream& out)
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{
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if (!out.IsValid()) return false;
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CopyGLBuffer();
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out.WriteString("DDS ", 4); // "DDS " fourCC
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out.WriteLong(0x7C); // dwSize
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out.WriteLong(0x21007); // dwFlags
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out.WriteLong(mHeight); // dwHeight
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out.WriteLong(mWidth); // dwWidth
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out.WriteLong(mLinearSize); // dwPitchOrLinearSize
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out.WriteLong(0); // dwDepth
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out.WriteLong(mNumMipMaps - 1); // dwMipMapCount
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for (u32 i = 0; i < 11; i++)
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out.WriteLong(0); // dwReserved1[11]
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// DDS_PIXELFORMAT
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out.WriteLong(32); // DDS_PIXELFORMAT.dwSize
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u32 pfFlags = 0, pfBpp = 0, pfRBitMask = 0, pfGBitMask = 0, pfBBitMask = 0, pfABitMask = 0;
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switch (mTexelFormat) {
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case eLuminance:
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pfFlags = 0x20000;
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pfBpp = 0x8;
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pfRBitMask = 0xFF;
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break;
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case eLuminanceAlpha:
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pfFlags = 0x20001;
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pfBpp = 0x10;
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pfRBitMask = 0x00FF;
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pfABitMask = 0xFF00;
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break;
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case eRGBA4:
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pfFlags = 0x41;
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pfBpp = 0x10;
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pfRBitMask = 0x0F00;
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pfGBitMask = 0x00F0;
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pfBBitMask = 0x000F;
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pfABitMask = 0xF000;
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break;
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case eRGB565:
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pfFlags = 0x40;
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pfBpp = 0x10;
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pfRBitMask = 0xF800;
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pfGBitMask = 0x7E0;
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pfBBitMask = 0x1F;
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break;
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case eRGBA8:
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pfFlags = 0x41;
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pfBpp = 0x20;
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pfRBitMask = 0x00FF0000;
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pfGBitMask = 0x0000FF00;
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pfBBitMask = 0x000000FF;
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pfABitMask = 0xFF000000;
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break;
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case eDXT1:
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pfFlags = 0x4;
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break;
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}
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out.WriteLong(pfFlags); // DDS_PIXELFORMAT.dwFlags
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(mTexelFormat == eDXT1) ? out.WriteString("DXT1", 4) : out.WriteLong(0); // DDS_PIXELFORMAT.dwFourCC
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out.WriteLong(pfBpp); // DDS_PIXELFORMAT.dwRGBBitCount
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out.WriteLong(pfRBitMask); // DDS_PIXELFORMAT.dwRBitMask
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out.WriteLong(pfGBitMask); // DDS_PIXELFORMAT.dwGBitMask
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out.WriteLong(pfBBitMask); // DDS_PIXELFORMAT.dwBBitMask
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out.WriteLong(pfABitMask); // DDS_PIXELFORMAT.dwABitMask
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out.WriteLong(0x401000); // dwCaps
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out.WriteLong(0); // dwCaps2
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out.WriteLong(0); // dwCaps3
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out.WriteLong(0); // dwCaps4
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out.WriteLong(0); // dwReserved2
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out.WriteBytes(mImgDataBuffer, mImgDataSize); // Image data
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return true;
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}
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// ************ STATIC ************
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u32 CTexture::FormatBPP(ETexelFormat Format)
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{
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switch (Format)
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{
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case eGX_I4: return 4;
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case eGX_I8: return 8;
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case eGX_IA4: return 8;
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case eGX_IA8: return 16;
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case eGX_C4: return 4;
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case eGX_C8: return 8;
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case eGX_RGB565: return 16;
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case eGX_RGB5A3: return 16;
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case eGX_RGBA8: return 32;
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case eGX_CMPR: return 4;
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case eLuminance: return 8;
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case eLuminanceAlpha: return 16;
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case eRGBA4: return 16;
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case eRGB565: return 16;
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case eRGBA8: return 32;
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case eDXT1: return 4;
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default: return 0;
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}
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}
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// ************ PRIVATE ************
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void CTexture::CalcLinearSize()
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{
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float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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mLinearSize = mWidth * mHeight * BytesPerPixel;
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}
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u32 CTexture::CalcTotalSize()
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{
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float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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u32 MipW = mWidth, MipH = mHeight;
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u32 Size = 0;
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for (u32 iMip = 0; iMip < mNumMipMaps; iMip++)
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{
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Size += MipW * MipH * BytesPerPixel;
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MipW /= 2;
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MipH /= 2;
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}
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return Size;
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}
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void CTexture::CopyGLBuffer()
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{
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if (!mGLBufferExists) return;
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// Clear existing buffer
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if (mBufferExists)
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{
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delete[] mImgDataBuffer;
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mBufferExists = false;
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mImgDataBuffer = nullptr;
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mImgDataSize = 0;
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}
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// Calculate buffer size
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mImgDataSize = CalcTotalSize();
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mImgDataBuffer = new u8[mImgDataSize];
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mBufferExists = true;
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// Get texture
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u32 MipW = mWidth, MipH = mHeight, MipOffset = 0;
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float BytesPerPixel = FormatBPP(mTexelFormat) / 8.f;
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glBindTexture(GL_TEXTURE_2D, mTextureID);
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for (u32 iMip = 0; iMip < mNumMipMaps; iMip++)
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{
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void *pData = mImgDataBuffer + MipOffset;
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glGetTexImage(GL_TEXTURE_2D, iMip, GL_RGBA, GL_UNSIGNED_BYTE, pData);
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MipOffset += MipW * MipH * BytesPerPixel;
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MipW /= 2;
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MipH /= 2;
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}
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mTexelFormat = eRGBA8;
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mLinearSize = mWidth * mHeight * 4;
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}
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void CTexture::DeleteBuffers()
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{
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if (mBufferExists)
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{
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delete[] mImgDataBuffer;
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mBufferExists = false;
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mImgDataBuffer = nullptr;
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mImgDataSize = 0;
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}
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if (mGLBufferExists)
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{
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glDeleteTextures(1, &mTextureID);
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mGLBufferExists = false;
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}
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}
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