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# pragma once
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
internal image format
typically expanded to rgba buffer
NOTE : number at end of pixelformat name it ' s a total bitscount e . g . PF_RGB_24 = = PF_RGB_888
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
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# define ImageRAW( type ) (type == PF_RGBA_32 || type == PF_BGRA_32 || type == PF_RGB_24 || type == PF_BGR_24 || type == PF_LUMINANCE)
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# define ImageDXT( type ) (type == PF_DXT1 || type == PF_DXT3 || type == PF_DXT5 || type == PF_ATI2 || type == PF_BC6H_SIGNED || type == PF_BC6H_UNSIGNED || type == PF_BC7)
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typedef enum
{
PF_UNKNOWN = 0 ,
PF_INDEXED_24 , // inflated palette (768 bytes)
PF_INDEXED_32 , // deflated palette (1024 bytes)
PF_RGBA_32 , // normal rgba buffer
PF_BGRA_32 , // big endian RGBA (MacOS)
PF_RGB_24 , // uncompressed dds or another 24-bit image
PF_BGR_24 , // big-endian RGB (MacOS)
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PF_LUMINANCE ,
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PF_DXT1 , // s3tc DXT1/BC1 format
PF_DXT3 , // s3tc DXT3/BC2 format
PF_DXT5 , // s3tc DXT5/BC3 format
PF_ATI2 , // latc ATI2N/BC5 format
PF_BC6H_SIGNED , // bptc BC6H signed FP16 format
PF_BC6H_UNSIGNED , // bptc BC6H unsigned FP16 format
PF_BC7 , // bptc BC7 format
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PF_TOTALCOUNT , // must be last
} pixformat_t ;
typedef struct bpc_desc_s
{
int format ; // pixelformat
char name [ 16 ] ; // used for debug
uint glFormat ; // RGBA format
int bpp ; // channels (e.g. rgb = 3, rgba = 4)
} bpc_desc_t ;
// imagelib global settings
typedef enum
{
IL_USE_LERPING = BIT ( 0 ) , // lerping images during resample
IL_KEEP_8BIT = BIT ( 1 ) , // don't expand paletted images
IL_ALLOW_OVERWRITE = BIT ( 2 ) , // allow to overwrite stored images
IL_DONTFLIP_TGA = BIT ( 3 ) , // Steam background completely ignore tga attribute 0x20 (stupid lammers!)
IL_DDS_HARDWARE = BIT ( 4 ) , // DXT compression is support
IL_LOAD_DECAL = BIT ( 5 ) , // special mode for load gradient decals
IL_OVERVIEW = BIT ( 6 ) , // overview required some unque operations
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IL_LOAD_PLAYER_DECAL = BIT ( 7 ) , // special mode for player decals
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} ilFlags_t ;
// goes into rgbdata_t->encode
# define DXT_ENCODE_DEFAULT 0 // don't use custom encoders
# define DXT_ENCODE_COLOR_YCoCg 0x1A01 // make sure that value dosn't collide with anything
# define DXT_ENCODE_ALPHA_1BIT 0x1A02 // normal 1-bit alpha
# define DXT_ENCODE_ALPHA_8BIT 0x1A03 // normal 8-bit alpha
# define DXT_ENCODE_ALPHA_SDF 0x1A04 // signed distance field
# define DXT_ENCODE_NORMAL_AG_ORTHO 0x1A05 // orthographic projection
# define DXT_ENCODE_NORMAL_AG_STEREO 0x1A06 // stereographic projection
# define DXT_ENCODE_NORMAL_AG_PARABOLOID 0x1A07 // paraboloid projection
# define DXT_ENCODE_NORMAL_AG_QUARTIC 0x1A08 // newton method
# define DXT_ENCODE_NORMAL_AG_AZIMUTHAL 0x1A09 // Lambert Azimuthal Equal-Area
// rgbdata output flags
typedef enum
{
// rgbdata->flags
IMAGE_CUBEMAP = BIT ( 0 ) , // it's 6-sides cubemap buffer
IMAGE_HAS_ALPHA = BIT ( 1 ) , // image contain alpha-channel
IMAGE_HAS_COLOR = BIT ( 2 ) , // image contain RGB-channel
IMAGE_COLORINDEX = BIT ( 3 ) , // all colors in palette is gradients of last color (decals)
IMAGE_HAS_LUMA = BIT ( 4 ) , // image has luma pixels (q1-style maps)
IMAGE_SKYBOX = BIT ( 5 ) , // only used by FS_SaveImage - for write right suffixes
IMAGE_QUAKESKY = BIT ( 6 ) , // it's a quake sky double layered clouds (so keep it as 8 bit)
IMAGE_DDS_FORMAT = BIT ( 7 ) , // a hint for GL loader
IMAGE_MULTILAYER = BIT ( 8 ) , // to differentiate from 3D texture
IMAGE_ONEBIT_ALPHA = BIT ( 9 ) , // binary alpha
IMAGE_QUAKEPAL = BIT ( 10 ) , // image has quake1 palette
// Image_Process manipulation flags
IMAGE_FLIP_X = BIT ( 16 ) , // flip the image by width
IMAGE_FLIP_Y = BIT ( 17 ) , // flip the image by height
IMAGE_ROT_90 = BIT ( 18 ) , // flip from upper left corner to down right corner
IMAGE_ROT180 = IMAGE_FLIP_X | IMAGE_FLIP_Y ,
IMAGE_ROT270 = IMAGE_FLIP_X | IMAGE_FLIP_Y | IMAGE_ROT_90 ,
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// reserved
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IMAGE_RESAMPLE = BIT ( 20 ) , // resample image to specified dims
// reserved
// reserved
IMAGE_FORCE_RGBA = BIT ( 23 ) , // force image to RGBA buffer
IMAGE_MAKE_LUMA = BIT ( 24 ) , // create luma texture from indexed
IMAGE_QUANTIZE = BIT ( 25 ) , // make indexed image from 24 or 32- bit image
IMAGE_LIGHTGAMMA = BIT ( 26 ) , // apply gamma for image
IMAGE_REMAP = BIT ( 27 ) , // interpret width and height as top and bottom color
} imgFlags_t ;
typedef struct rgbdata_s
{
word width ; // image width
word height ; // image height
word depth ; // image depth
uint type ; // compression type
uint flags ; // misc image flags
word encode ; // DXT may have custom encoder, that will be decoded in GLSL-side
byte numMips ; // mipmap count
byte * palette ; // palette if present
byte * buffer ; // image buffer
rgba_t fogParams ; // some water textures in hl1 has info about fog color and alpha
size_t size ; // for bounds checking
} rgbdata_t ;