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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/formconv.cpp $*
- * *
- * Original Author:: Nathaniel Hoffman *
- * *
- * Author : Kenny Mitchell *
- * *
- * $Modtime:: 06/27/02 1:27p $*
- * *
- * $Revision:: 3 $*
- * *
- * 06/27/02 KM Z Format support *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "formconv.h"
- D3DFORMAT WW3DFormatToD3DFormatConversionArray[WW3D_FORMAT_COUNT] = {
- D3DFMT_UNKNOWN,
- D3DFMT_R8G8B8,
- D3DFMT_A8R8G8B8,
- D3DFMT_X8R8G8B8,
- D3DFMT_R5G6B5,
- D3DFMT_X1R5G5B5,
- D3DFMT_A1R5G5B5,
- D3DFMT_A4R4G4B4,
- D3DFMT_R3G3B2,
- D3DFMT_A8,
- D3DFMT_A8R3G3B2,
- D3DFMT_X4R4G4B4,
- D3DFMT_A8P8,
- D3DFMT_P8,
- D3DFMT_L8,
- D3DFMT_A8L8,
- D3DFMT_A4L4,
- D3DFMT_V8U8, // Bumpmap
- D3DFMT_L6V5U5, // Bumpmap
- D3DFMT_X8L8V8U8, // Bumpmap
- D3DFMT_DXT1,
- D3DFMT_DXT2,
- D3DFMT_DXT3,
- D3DFMT_DXT4,
- D3DFMT_DXT5
- };
- // adding depth stencil format conversion
- D3DFORMAT WW3DZFormatToD3DFormatConversionArray[WW3D_ZFORMAT_COUNT] =
- {
- #ifndef _XBOX
- D3DFMT_UNKNOWN,
- D3DFMT_D16_LOCKABLE, // 16-bit z-buffer bit depth. This is an application-lockable surface format.
- D3DFMT_D32, // 32-bit z-buffer bit depth.
- D3DFMT_D15S1, // 16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
- D3DFMT_D24S8, // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
- D3DFMT_D16, // 16-bit z-buffer bit depth.
- D3DFMT_D24X8, // 32-bit z-buffer bit depth using 24 bits for the depth channel.
- D3DFMT_D24X4S4, // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
- #else
- D3DFMT_UNKNOWN,
- D3DFMT_D16_LOCKABLE, // 16-bit z-buffer bit depth. This is an application-lockable surface format.
- D3DFMT_D32, // 32-bit z-buffer bit depth.
- D3DFMT_D15S1, // 16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
- D3DFMT_D24S8, // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
- D3DFMT_D16, // 16-bit z-buffer bit depth.
- D3DFMT_D24X8, // 32-bit z-buffer bit depth using 24 bits for the depth channel.
- D3DFMT_D24X4S4, // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
- D3DFMT_LIN_D24S8,
- D3DFMT_LIN_F24S8,
- D3DFMT_LIN_D16,
- D3DFMT_LIN_F16
- #endif
- };
- /*
- #define HIGHEST_SUPPORTED_D3DFORMAT D3DFMT_X8L8V8U8 //A4L4
- WW3DFormat D3DFormatToWW3DFormatConversionArray[HIGHEST_SUPPORTED_D3DFORMAT + 1] = {
- WW3D_FORMAT_UNKNOWN, // 0
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_R8G8B8, // 20
- WW3D_FORMAT_A8R8G8B8,
- WW3D_FORMAT_X8R8G8B8,
- WW3D_FORMAT_R5G6B5,
- WW3D_FORMAT_X1R5G5B5,
- WW3D_FORMAT_A1R5G5B5,
- WW3D_FORMAT_A4R4G4B4,
- WW3D_FORMAT_R3G3B2,
- WW3D_FORMAT_A8,
- WW3D_FORMAT_A8R3G3B2,
- WW3D_FORMAT_X4R4G4B4, // 30
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_A8P8, // 40
- WW3D_FORMAT_P8,
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN, WW3D_FORMAT_UNKNOWN,
- WW3D_FORMAT_L8, // 50
- WW3D_FORMAT_A8L8,
- WW3D_FORMAT_A4L4
- };
- */
- #ifndef _XBOX
- #define HIGHEST_SUPPORTED_D3DFORMAT D3DFMT_X8L8V8U8
- #define HIGHEST_SUPPORTED_D3DZFORMAT D3DFMT_D24X4S4
- #else
- #define HIGHEST_SUPPORTED_D3DFORMAT D3DFMT_LIN_R8G8B8A8
- #define HIGHEST_SUPPORTED_D3DZFORMAT D3DFMT_LIN_F16
- #endif
- WW3DFormat D3DFormatToWW3DFormatConversionArray[HIGHEST_SUPPORTED_D3DFORMAT + 1];
- WW3DZFormat D3DFormatToWW3DZFormatConversionArray[HIGHEST_SUPPORTED_D3DZFORMAT + 1];
- D3DFORMAT WW3DFormat_To_D3DFormat(WW3DFormat ww3d_format) {
- if (ww3d_format >= WW3D_FORMAT_COUNT) {
- return D3DFMT_UNKNOWN;
- } else {
- return WW3DFormatToD3DFormatConversionArray[(unsigned int)ww3d_format];
- }
- }
- WW3DFormat D3DFormat_To_WW3DFormat(D3DFORMAT d3d_format)
- {
- switch (d3d_format) {
- // The DXT-codes are created with FOURCC macro and thus can't be placed in the conversion table
- case D3DFMT_DXT1: return WW3D_FORMAT_DXT1;
- case D3DFMT_DXT2: return WW3D_FORMAT_DXT2;
- case D3DFMT_DXT3: return WW3D_FORMAT_DXT3;
- case D3DFMT_DXT4: return WW3D_FORMAT_DXT4;
- case D3DFMT_DXT5: return WW3D_FORMAT_DXT5;
- default:
- if (d3d_format > HIGHEST_SUPPORTED_D3DFORMAT) {
- return WW3D_FORMAT_UNKNOWN;
- } else {
- return D3DFormatToWW3DFormatConversionArray[(unsigned int)d3d_format];
- }
- break;
- }
- }
- //**********************************************************************************************
- //! Depth Stencil W3D to D3D format conversion
- /*! KJM
- */
- D3DFORMAT WW3DZFormat_To_D3DFormat(WW3DZFormat ww3d_zformat)
- {
- if (ww3d_zformat >= WW3D_ZFORMAT_COUNT)
- {
- return D3DFMT_UNKNOWN;
- }
- else
- {
- return WW3DZFormatToD3DFormatConversionArray[(unsigned int)ww3d_zformat];
- }
- }
- //**********************************************************************************************
- //! D3D to Depth Stencil W3D format conversion
- /*! KJM
- */
- WW3DZFormat D3DFormat_To_WW3DZFormat(D3DFORMAT d3d_format)
- {
- if (d3d_format>HIGHEST_SUPPORTED_D3DZFORMAT)
- {
- return WW3D_ZFORMAT_UNKNOWN;
- }
- else
- {
- return D3DFormatToWW3DZFormatConversionArray[(unsigned int)d3d_format];
- }
- }
- //**********************************************************************************************
- //! Init format conversion tables
- /*!
- * 06/27/02 KM Z Format support *
- */
- void Init_D3D_To_WW3_Conversion()
- {
- for (int i=0;i<HIGHEST_SUPPORTED_D3DFORMAT;++i) {
- D3DFormatToWW3DFormatConversionArray[i]=WW3D_FORMAT_UNKNOWN;
- }
- D3DFormatToWW3DFormatConversionArray[D3DFMT_R8G8B8]=WW3D_FORMAT_R8G8B8;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_A8R8G8B8]=WW3D_FORMAT_A8R8G8B8;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_X8R8G8B8]=WW3D_FORMAT_X8R8G8B8;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_R5G6B5]=WW3D_FORMAT_R5G6B5;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_X1R5G5B5]=WW3D_FORMAT_X1R5G5B5;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_A1R5G5B5]=WW3D_FORMAT_A1R5G5B5;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_A4R4G4B4]=WW3D_FORMAT_A4R4G4B4;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_R3G3B2]=WW3D_FORMAT_R3G3B2;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_A8]=WW3D_FORMAT_A8;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_A8R3G3B2]=WW3D_FORMAT_A8R3G3B2;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_X4R4G4B4]=WW3D_FORMAT_X4R4G4B4;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_A8P8]=WW3D_FORMAT_A8P8;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_P8]=WW3D_FORMAT_P8;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_L8]=WW3D_FORMAT_L8;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_A8L8]=WW3D_FORMAT_A8L8;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_A4L4]=WW3D_FORMAT_A4L4;
- D3DFormatToWW3DFormatConversionArray[D3DFMT_V8U8]=WW3D_FORMAT_U8V8; // Bumpmap
- D3DFormatToWW3DFormatConversionArray[D3DFMT_L6V5U5]=WW3D_FORMAT_L6V5U5; // Bumpmap
- D3DFormatToWW3DFormatConversionArray[D3DFMT_X8L8V8U8]=WW3D_FORMAT_X8L8V8U8; // Bumpmap
- // init depth stencil conversion
- for (i=0; i<HIGHEST_SUPPORTED_D3DZFORMAT; i++)
- {
- D3DFormatToWW3DZFormatConversionArray[i]=WW3D_ZFORMAT_UNKNOWN;
- }
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_D16_LOCKABLE]=WW3D_ZFORMAT_D16_LOCKABLE;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_D32]=WW3D_ZFORMAT_D32;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_D15S1]=WW3D_ZFORMAT_D15S1;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_D24S8]=WW3D_ZFORMAT_D24S8;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_D16]=WW3D_ZFORMAT_D16;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_D24X8]=WW3D_ZFORMAT_D24X8;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_D24X4S4]=WW3D_ZFORMAT_D24X4S4;
- #ifdef _XBOX
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_D24S8]=WW3D_ZFORMAT_LIN_D24S8;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_F24S8]=WW3D_ZFORMAT_LIN_F24S8;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_D16]=WW3D_ZFORMAT_LIN_D16;
- D3DFormatToWW3DZFormatConversionArray[D3DFMT_LIN_F16]=WW3D_ZFORMAT_LIN_F16;
- #endif
- };
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