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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/ww3dformat.cpp $*
- * *
- * Original Author:: Hector Yee *
- * *
- * Author : Kenny Mitchell *
- * *
- * $Modtime:: 06/27/02 1:27p $*
- * *
- * $Revision:: 14 $*
- * *
- * 06/27/02 KM Z Format support *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "ww3dformat.h"
- #include "vector4.h"
- #include "wwdebug.h"
- #include "targa.h"
- #include "dx8wrapper.h"
- #include "dx8caps.h"
- #include <d3d8.h>
- /*
- WW3D_FORMAT_UNKNOWN=0,
- WW3D_FORMAT_R8G8B8,
- 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,
- WW3D_FORMAT_A8P8,
- WW3D_FORMAT_P8,
- WW3D_FORMAT_L8,
- WW3D_FORMAT_A8L8,
- WW3D_FORMAT_A4L4,
- WW3D_FORMAT_COUNT // Used only to determine number of surface formats
- */
- void Get_WW3D_Format_Name(WW3DFormat format, StringClass& name)
- {
- switch (format) {
- default:
- case WW3D_FORMAT_UNKNOWN: name="Unknown"; break;
- case WW3D_FORMAT_R8G8B8: name="R8G8B8"; break;
- case WW3D_FORMAT_A8R8G8B8: name="A8R8G8B8"; break;
- case WW3D_FORMAT_X8R8G8B8: name="X8R8G8B8"; break;
- case WW3D_FORMAT_R5G6B5: name="R5G6B5"; break;
- case WW3D_FORMAT_X1R5G5B5: name="X1R5G5B5"; break;
- case WW3D_FORMAT_A1R5G5B5: name="A1R5G5B5"; break;
- case WW3D_FORMAT_A4R4G4B4: name="A4R4G4B4"; break;
- case WW3D_FORMAT_R3G3B2: name="R3G3B2"; break;
- case WW3D_FORMAT_A8: name="A8"; break;
- case WW3D_FORMAT_A8R3G3B2: name="A8R3G3B2"; break;
- case WW3D_FORMAT_X4R4G4B4: name="X4R4G4B4"; break;
- case WW3D_FORMAT_A8P8: name="A8P8"; break;
- case WW3D_FORMAT_P8: name="P8"; break;
- case WW3D_FORMAT_L8: name="L8"; break;
- case WW3D_FORMAT_A8L8: name="A8L8"; break;
- case WW3D_FORMAT_A4L4: name="A4L4"; break;
- case WW3D_FORMAT_U8V8: name="U8V8"; break; // Bumpmap
- case WW3D_FORMAT_L6V5U5: name="L6V5U5"; break; // Bumpmap
- case WW3D_FORMAT_X8L8V8U8: name="X8L8V8U8"; break; // Bumpmap
- case WW3D_FORMAT_DXT1: name="DXT1"; break;
- case WW3D_FORMAT_DXT2: name="DXT2"; break;
- case WW3D_FORMAT_DXT3: name="DXT3"; break;
- case WW3D_FORMAT_DXT4: name="DXT4"; break;
- case WW3D_FORMAT_DXT5: name="DXT5"; break;
- }
- }
- //**********************************************************************************************
- //! Get W3D depth stencil format string name
- /*! 06/27/02 KJM
- */
- void Get_WW3D_ZFormat_Name(WW3DZFormat format, StringClass& name)
- {
- switch (format)
- {
- default:
- case WW3D_FORMAT_UNKNOWN : name="Unknown"; break;
- case WW3D_ZFORMAT_D16_LOCKABLE: name="D16Lockable"; break; // 16-bit z-buffer bit depth. This is an application-lockable surface format.
- case WW3D_ZFORMAT_D32 : name="D32"; break; // 32-bit z-buffer bit depth.
- case WW3D_ZFORMAT_D15S1 : name="D15S1"; break; // 16-bit z-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.
- case WW3D_ZFORMAT_D24S8 : name="D24S8"; break; // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
- case WW3D_ZFORMAT_D16 : name="D16"; break; // 16-bit z-buffer bit depth.
- case WW3D_ZFORMAT_D24X8 : name="D24X8"; break; // 32-bit z-buffer bit depth using 24 bits for the depth channel.
- case WW3D_ZFORMAT_D24X4S4 : name="D24X4S4"; break; // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
- #ifdef _XBOX
- case WW3D_ZFORMAT_LIN_D24S8 : name="D24S8LIN"; break;
- case WW3D_ZFORMAT_LIN_F24S8 : name="F24S8LIN"; break;
- case WW3D_ZFORMAT_LIN_D16 : name="D16LIN"; break;
- case WW3D_ZFORMAT_LIN_F16 : name="F16LIN"; break;
- #endif
- }
- }
- // extract the luminance from the RGB using the CIE 709 standard
- unsigned char RGB_to_CIEY(Vector4 color)
- {
- float lum=0.2126f*color.X + 0.7152f*color.Y + 0.0722f*color.Z;
- return (unsigned char) (255.0f*lum);
- }
- void Vector4_to_Color(unsigned int *outc,const Vector4 &inc,const WW3DFormat format)
- {
- // convert to ARGB 32-bit
- unsigned int color=DX8Wrapper::Convert_Color(inc);
- unsigned char *argb=(unsigned char*) &color;
- unsigned char r,g,b,a,lum;
- switch (format)
- {
- case WW3D_FORMAT_R8G8B8:
- case WW3D_FORMAT_A8R8G8B8:
- case WW3D_FORMAT_X8R8G8B8:
- *outc=color;
- break;
- case WW3D_FORMAT_R5G6B5:
- r=argb[1] >> 3;
- g=argb[2] >> 2;
- b=argb[3] >> 3;
- *outc=(r << 11) | (g<<5) | b;
- break;
- case WW3D_FORMAT_X1R5G5B5:
- case WW3D_FORMAT_A1R5G5B5:
- a=argb[0] >> 7;
- r=argb[1] >> 3;
- g=argb[2] >> 3;
- b=argb[3] >> 3;
- *outc=(a<<15) | (r<<10) | (g<<5) | b;
- break;
- case WW3D_FORMAT_A4R4G4B4:
- case WW3D_FORMAT_X4R4G4B4:
- a=argb[0] >> 4;
- r=argb[1] >> 4;
- g=argb[2] >> 4;
- b=argb[3] >> 4;
- *outc=(a<<12) | (r<<8) | (g<<4) | b;
- break;
- case WW3D_FORMAT_R3G3B2:
- case WW3D_FORMAT_A8R3G3B2:
- a=argb[0];
- r=argb[1] >> 5;
- g=argb[2] >> 5;
- b=argb[3] >> 6;
- *outc=(a<<8) | (r<<5) | (g<<2) | b;
- break;
- case WW3D_FORMAT_A8:
- *outc=argb[0];
- break;
- case WW3D_FORMAT_L8:
- lum=RGB_to_CIEY(inc);
- *outc=lum;
- break;
- case WW3D_FORMAT_A8L8:
- a=argb[0];
- lum=RGB_to_CIEY(inc);
- *outc=(a<<8) | lum;
- break;
- case WW3D_FORMAT_A4L4:
- a=argb[0] >> 4;
- lum=RGB_to_CIEY(inc);
- lum=lum>>4;
- *outc=(a<<4) | lum;
- break;
- default:
- WWASSERT(0);
- }
- }
- void Color_to_Vector4(Vector4* outc,const unsigned int inc,const WW3DFormat format)
- {
- WWASSERT(outc);
- unsigned char *argb=(unsigned char*) &inc;
- unsigned char a,r,g,b;
- a=r=g=b=0;
- switch (format)
- {
- case WW3D_FORMAT_R8G8B8:
- case WW3D_FORMAT_A8R8G8B8:
- case WW3D_FORMAT_X8R8G8B8:
- a=argb[0];
- r=argb[1];
- g=argb[2];
- b=argb[3];
- break;
- case WW3D_FORMAT_R5G6B5:
- r=argb[1]<<3;
- g=argb[2]<<2;
- b=argb[3]<<3;
- break;
- case WW3D_FORMAT_X1R5G5B5:
- case WW3D_FORMAT_A1R5G5B5:
- a=argb[0]<<7;
- r=argb[1]<<3;
- g=argb[2]<<3;
- b=argb[3]<<3;
- break;
- case WW3D_FORMAT_A4R4G4B4:
- a=argb[0]<<4;
- r=argb[1]<<4;
- g=argb[2]<<4;
- b=argb[3]<<4;
- break;
- case WW3D_FORMAT_R3G3B2:
- r=argb[1]<<5;
- g=argb[2]<<5;
- b=argb[3]<<6;
- break;
- case WW3D_FORMAT_A8:
- a=argb[0];
- break;
- case WW3D_FORMAT_A8R3G3B2:
- a=argb[0];
- r=argb[1]<<5;
- g=argb[2]<<5;
- b=argb[3]<<6;
- break;
- case WW3D_FORMAT_X4R4G4B4:
- r=argb[1]<<4;
- g=argb[2]<<4;
- b=argb[3]<<4;
- break;
- default:
- WWASSERT(0);
- }
- outc->X=r/255.0f;
- outc->Y=g/255.0f;
- outc->Z=b/255.0f;
- outc->W=a/255.0f;
- }
- // ----------------------------------------------------------------------------
- //
- // Utility function for determining WW3D format from TGA file header.
- //
- // ----------------------------------------------------------------------------
- void Get_WW3D_Format(WW3DFormat& dest_format,WW3DFormat& src_format,unsigned& src_bpp,const Targa& targa)
- {
- Get_WW3D_Format(src_format,src_bpp,targa);
- dest_format=src_format;
- if ((dest_format==WW3D_FORMAT_P8) || (dest_format==WW3D_FORMAT_L8)) {
- dest_format=WW3D_FORMAT_X8R8G8B8;
- }
- dest_format=Get_Valid_Texture_Format(dest_format,false); // No compressed destination format if reading from targa...
- }
- void Get_WW3D_Format(WW3DFormat& src_format,unsigned& src_bpp,const Targa& targa)
- {
- // Guess the format from the TGA Header bits:
- src_format = WW3D_FORMAT_UNKNOWN;
- src_bpp=0;
- switch (targa.Header.PixelDepth) {
- case 32: src_format = WW3D_FORMAT_A8R8G8B8; src_bpp=4; break;
- case 24: src_format = WW3D_FORMAT_R8G8B8; src_bpp=3; break;
- case 16: src_format = WW3D_FORMAT_A1R5G5B5; src_bpp=2; break;
- case 8:
- src_bpp=1;
- if (targa.Header.ColorMapType == 1) src_format = WW3D_FORMAT_P8;
- else if (targa.Header.ImageType == TGA_MONO) src_format = WW3D_FORMAT_L8;
- else src_format = WW3D_FORMAT_A8;
- break;
- default:
- WWDEBUG_SAY(("TextureClass: Targa has unsupported bitdepth(%i)\n",targa.Header.PixelDepth));
- // WWASSERT(0);
- break;
- }
- }
- // ----------------------------------------------------------------------------
- //
- // Utility function for determining valid WW3D format
- //
- // ----------------------------------------------------------------------------
- WW3DFormat Get_Valid_Texture_Format(WW3DFormat format, bool is_compression_allowed)
- {
- int w,h,bits;
- bool windowed;
- if (!DX8Wrapper::Get_Current_Caps()->Support_DXTC() ||
- !is_compression_allowed) {
- switch (format) {
- case WW3D_FORMAT_DXT1: format=WW3D_FORMAT_R8G8B8; break;
- case WW3D_FORMAT_DXT2:
- case WW3D_FORMAT_DXT3:
- case WW3D_FORMAT_DXT4:
- case WW3D_FORMAT_DXT5: format=WW3D_FORMAT_A8R8G8B8; break;
- default: break;
- }
- }
- else {
- switch (format) {
- case WW3D_FORMAT_DXT1:
- // NVidia hack - switch to DXT2 is there is no DXT1 support (which is disabled on NVidia cards)
- if (!DX8Wrapper::Get_Current_Caps()->Support_Texture_Format(WW3D_FORMAT_DXT1) &&
- DX8Wrapper::Get_Current_Caps()->Support_Texture_Format(WW3D_FORMAT_DXT2)) {
- format=WW3D_FORMAT_DXT2;
- }
- break;
- case WW3D_FORMAT_DXT2:
- case WW3D_FORMAT_DXT3:
- case WW3D_FORMAT_DXT4:
- case WW3D_FORMAT_DXT5:
- if (!DX8Wrapper::Get_Current_Caps()->Support_Texture_Format(format)) format=WW3D_FORMAT_A8R8G8B8;
- break;
- }
- }
- if (format==WW3D_FORMAT_R8G8B8) {
- format=WW3D_FORMAT_X8R8G8B8;
- }
- WW3D::Get_Device_Resolution(w,h,bits,windowed);
- if (WW3D::Get_Texture_Bitdepth()==16) bits=16;
- // if the device bitdepth is 16, don't allow 32 bit textures
- if (bits<=16) {
- switch (format) {
- case WW3D_FORMAT_A8R8G8B8: return WW3D_FORMAT_A4R4G4B4;
- case WW3D_FORMAT_X8R8G8B8:
- case WW3D_FORMAT_R8G8B8: return WW3D_FORMAT_R5G6B5;
- case WW3D_FORMAT_A4R4G4B4:
- case WW3D_FORMAT_A1R5G5B5:
- case WW3D_FORMAT_R5G6B5:
- case WW3D_FORMAT_L8:
- case WW3D_FORMAT_A8:
- case WW3D_FORMAT_P8:
- default:
- // Basically, anything goes here (just make sure the most common 32 bit formats are converted to 16 bit
- break;
- }
- }
- // Fallback if the hardware doesn't support the texture format
- if (!DX8Wrapper::Get_Current_Caps()->Support_Texture_Format(format)) {
- format=WW3D_FORMAT_A8R8G8B8;
- if (!DX8Wrapper::Get_Current_Caps()->Support_Texture_Format(format)) {
- format=WW3D_FORMAT_A4R4G4B4;
- if (!DX8Wrapper::Get_Current_Caps()->Support_Texture_Format(format)) {
- // If still no luck, try non-alpha formats
- format=WW3D_FORMAT_X8R8G8B8;
- if (!DX8Wrapper::Get_Current_Caps()->Support_Texture_Format(format)) {
- format=WW3D_FORMAT_R5G6B5;
- if (!DX8Wrapper::Get_Current_Caps()->Support_Texture_Format(format)) {
- WWASSERT_PRINT(0,("No valid texture format found"));
- }
- }
- }
- }
- }
- return format;
- }
- unsigned Get_Bytes_Per_Pixel(WW3DFormat format)
- {
- switch (format) {
- case WW3D_FORMAT_X8R8G8B8:
- case WW3D_FORMAT_X8L8V8U8:
- case WW3D_FORMAT_A8R8G8B8: return 4;
- case WW3D_FORMAT_R8G8B8: return 3;
- case WW3D_FORMAT_A1R5G5B5:
- case WW3D_FORMAT_A4R4G4B4:
- case WW3D_FORMAT_U8V8:
- case WW3D_FORMAT_L6V5U5:
- case WW3D_FORMAT_R5G6B5: return 2;
- case WW3D_FORMAT_R3G3B2:
- case WW3D_FORMAT_L8:
- case WW3D_FORMAT_A8:
- case WW3D_FORMAT_P8: return 1;
- default: WWASSERT(0); break;
- }
- return 0;
- }
- unsigned Get_Num_Depth_Bits(WW3DZFormat zformat)
- {
- switch (zformat)
- {
- case WW3D_ZFORMAT_D16_LOCKABLE: return 16; break;
- case WW3D_ZFORMAT_D32 : return 32; break;
- case WW3D_ZFORMAT_D15S1 : return 15; break;
- case WW3D_ZFORMAT_D24S8 : return 24; break;
- case WW3D_ZFORMAT_D16 : return 16; break;
- case WW3D_ZFORMAT_D24X8 : return 24; break;
- case WW3D_ZFORMAT_D24X4S4 : return 24; break;
- #ifdef _XBOX
- case WW3D_ZFORMAT_LIN_D24S8 : return 24; break;
- case WW3D_ZFORMAT_LIN_F24S8 : return 24; break;
- case WW3D_ZFORMAT_LIN_D16 : return 16; break;
- case WW3D_ZFORMAT_LIN_F16 : return 16; break;
- #endif
- };
- return 0;
- };
- unsigned Get_Num_Stencil_Bits(WW3DZFormat zformat)
- {
- switch (zformat)
- {
- case WW3D_ZFORMAT_D16_LOCKABLE: return 0; break;
- case WW3D_ZFORMAT_D32 : return 0; break;
- case WW3D_ZFORMAT_D15S1 : return 1; break;
- case WW3D_ZFORMAT_D24S8 : return 8; break;
- case WW3D_ZFORMAT_D16 : return 0; break;
- case WW3D_ZFORMAT_D24X8 : return 0; break;
- case WW3D_ZFORMAT_D24X4S4 : return 4; break;
- #ifdef _XBOX
- case WW3D_ZFORMAT_LIN_D24S8 : return 8; break;
- case WW3D_ZFORMAT_LIN_F24S8 : return 8; break;
- case WW3D_ZFORMAT_LIN_D16 : return 0; break;
- case WW3D_ZFORMAT_LIN_F16 : return 0; break;
- #endif
- };
- return 0;
- };
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