mirror of https://github.com/FWGS/xash3d-fwgs
111 lines
4.4 KiB
C
111 lines
4.4 KiB
C
#pragma once
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/*
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========================================================================
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internal image format
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typically expanded to rgba buffer
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NOTE: number at end of pixelformat name it's a total bitscount e.g. PF_RGB_24 == PF_RGB_888
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========================================================================
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*/
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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)
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typedef enum
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{
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PF_UNKNOWN = 0,
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PF_INDEXED_24, // inflated palette (768 bytes)
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PF_INDEXED_32, // deflated palette (1024 bytes)
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PF_RGBA_32, // normal rgba buffer
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PF_BGRA_32, // big endian RGBA (MacOS)
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PF_RGB_24, // uncompressed dds or another 24-bit image
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PF_BGR_24, // big-endian RGB (MacOS)
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PF_LUMINANCE,
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PF_DXT1, // s3tc DXT1 format
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PF_DXT3, // s3tc DXT3 format
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PF_DXT5, // s3tc DXT5 format
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PF_ATI2, // latc ATI2N format
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PF_TOTALCOUNT, // must be last
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} pixformat_t;
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typedef struct bpc_desc_s
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{
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int format; // pixelformat
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char name[16]; // used for debug
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uint glFormat; // RGBA format
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int bpp; // channels (e.g. rgb = 3, rgba = 4)
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} bpc_desc_t;
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// imagelib global settings
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typedef enum
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{
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IL_USE_LERPING = BIT(0), // lerping images during resample
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IL_KEEP_8BIT = BIT(1), // don't expand paletted images
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IL_ALLOW_OVERWRITE = BIT(2), // allow to overwrite stored images
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IL_DONTFLIP_TGA = BIT(3), // Steam background completely ignore tga attribute 0x20 (stupid lammers!)
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IL_DDS_HARDWARE = BIT(4), // DXT compression is support
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IL_LOAD_DECAL = BIT(5), // special mode for load gradient decals
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IL_OVERVIEW = BIT(6), // overview required some unque operations
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} ilFlags_t;
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// goes into rgbdata_t->encode
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#define DXT_ENCODE_DEFAULT 0 // don't use custom encoders
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#define DXT_ENCODE_COLOR_YCoCg 0x1A01 // make sure that value dosn't collide with anything
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#define DXT_ENCODE_ALPHA_1BIT 0x1A02 // normal 1-bit alpha
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#define DXT_ENCODE_ALPHA_8BIT 0x1A03 // normal 8-bit alpha
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#define DXT_ENCODE_ALPHA_SDF 0x1A04 // signed distance field
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#define DXT_ENCODE_NORMAL_AG_ORTHO 0x1A05 // orthographic projection
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#define DXT_ENCODE_NORMAL_AG_STEREO 0x1A06 // stereographic projection
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#define DXT_ENCODE_NORMAL_AG_PARABOLOID 0x1A07 // paraboloid projection
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#define DXT_ENCODE_NORMAL_AG_QUARTIC 0x1A08 // newton method
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#define DXT_ENCODE_NORMAL_AG_AZIMUTHAL 0x1A09 // Lambert Azimuthal Equal-Area
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// rgbdata output flags
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typedef enum
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{
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// rgbdata->flags
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IMAGE_CUBEMAP = BIT(0), // it's 6-sides cubemap buffer
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IMAGE_HAS_ALPHA = BIT(1), // image contain alpha-channel
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IMAGE_HAS_COLOR = BIT(2), // image contain RGB-channel
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IMAGE_COLORINDEX = BIT(3), // all colors in palette is gradients of last color (decals)
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IMAGE_HAS_LUMA = BIT(4), // image has luma pixels (q1-style maps)
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IMAGE_SKYBOX = BIT(5), // only used by FS_SaveImage - for write right suffixes
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IMAGE_QUAKESKY = BIT(6), // it's a quake sky double layered clouds (so keep it as 8 bit)
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IMAGE_DDS_FORMAT = BIT(7), // a hint for GL loader
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IMAGE_MULTILAYER = BIT(8), // to differentiate from 3D texture
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IMAGE_ONEBIT_ALPHA = BIT(9), // binary alpha
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IMAGE_QUAKEPAL = BIT(10), // image has quake1 palette
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// Image_Process manipulation flags
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IMAGE_FLIP_X = BIT(16), // flip the image by width
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IMAGE_FLIP_Y = BIT(17), // flip the image by height
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IMAGE_ROT_90 = BIT(18), // flip from upper left corner to down right corner
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IMAGE_ROT180 = IMAGE_FLIP_X|IMAGE_FLIP_Y,
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IMAGE_ROT270 = IMAGE_FLIP_X|IMAGE_FLIP_Y|IMAGE_ROT_90,
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IMAGE_EMBOSS = BIT(19), // apply emboss mapping
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IMAGE_RESAMPLE = BIT(20), // resample image to specified dims
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// reserved
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// reserved
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IMAGE_FORCE_RGBA = BIT(23), // force image to RGBA buffer
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IMAGE_MAKE_LUMA = BIT(24), // create luma texture from indexed
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IMAGE_QUANTIZE = BIT(25), // make indexed image from 24 or 32- bit image
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IMAGE_LIGHTGAMMA = BIT(26), // apply gamma for image
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IMAGE_REMAP = BIT(27), // interpret width and height as top and bottom color
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} imgFlags_t;
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typedef struct rgbdata_s
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{
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word width; // image width
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word height; // image height
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word depth; // image depth
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uint type; // compression type
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uint flags; // misc image flags
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word encode; // DXT may have custom encoder, that will be decoded in GLSL-side
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byte numMips; // mipmap count
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byte *palette; // palette if present
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byte *buffer; // image buffer
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rgba_t fogParams; // some water textures in hl1 has info about fog color and alpha
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size_t size; // for bounds checking
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} rgbdata_t;
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