/* This file is part of Universal Modding Engine. Universal Modding Engine 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. Universal Modding Engine 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 Universal Modding Engine. If not, see . */ #ifndef uMod_TEXTUREFUNCTION_H_ #define uMod_TEXTUREFUNCTION_H_ // this value is simply the init value for the D.J. Bernsteins algorithm (djb2) #define HASH_INIT_VALUE 5381 /** * This hash function combines the djb2 and sdbm algorithm. Both are designed for hashing strings, * but compared to many others they don't include a Hash*data[i] operation, which would reset the hash * if data[i]==0. This is never the case while hashing text, but it is very often the case when hashing * textures. Therefore many good algorithm cannot be used at this point. * * Here are two algorithm used to reduce the number of collision (collision == two different textures have * the same hash value) * * @param[in] data pointer to the buffer * @param[in] len length of buffer in bytes * @param[in,out] hash in = initial value of the hash; out = returned hash */ void GetHash( unsigned char *str, unsigned int len, DWORD64 &hash); // estimate the hash /** * Caluclate the CRC32 value over a buffer. This function is used in texmod. Thanks to RS for given me this information! * @param[in] data pointer to the buffer * @param[in] len length of buffer in bytes * @return CRC32 value */ DWORD32 GetCRC32( char *data, unsigned int len); /* case D3DFMT_MULTI2_ARGB8: case D3DFMT_VERTEXDATA: */ /** * Returns the number of bits used per pixel. * @param[in] format DX format. * @return */ inline int GetBitsFromFormat(D3DFORMAT format) { switch(format) //switch trough the formats to calculate the size of the raw data { case D3DFMT_A1: // 1-bit monochrome. { return (1); break; } case D3DFMT_R3G3B2: // 8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue. case D3DFMT_A8: // 8-bit alpha only. case D3DFMT_A8P8: // 8-bit color indexed with 8 bits of alpha. case D3DFMT_P8: // 8-bit color indexed. case D3DFMT_L8: // 8-bit luminance only. case D3DFMT_A4L4: // 8-bit using 4 bits each for alpha and luminance. case D3DFMT_FORCE_DWORD: case D3DFMT_S8_LOCKABLE: // A lockable 8-bit stencil buffer. { return (8); break; } case D3DFMT_D16_LOCKABLE: //16-bit z-buffer bit depth. case 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. case D3DFMT_L6V5U5: // 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u. case D3DFMT_V8U8: // 16-bit bump-map format using 8 bits each for u and v data. case D3DFMT_CxV8U8: // 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2). case D3DFMT_R5G6B5: // 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue. case D3DFMT_X1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color. case D3DFMT_A1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha. case D3DFMT_A4R4G4B4: // 16-bit ARGB pixel format with 4 bits for each channel. case D3DFMT_A8R3G3B2: // 16-bit ARGB texture format using 8 bits for alpha, 3 bits each for red and green, and 2 bits for blue. case D3DFMT_X4R4G4B4: // 16-bit RGB pixel format using 4 bits for each color. case D3DFMT_L16: // 16-bit luminance only. case D3DFMT_R16F: // 16-bit float format using 16 bits for the red channel. case D3DFMT_A8L8: // 16-bit using 8 bits each for alpha and luminance. case D3DFMT_D16: // 16-bit z-buffer bit depth. case D3DFMT_INDEX16: // 16-bit index buffer bit depth. case D3DFMT_G8R8_G8B8: // ?? case D3DFMT_R8G8_B8G8: // ?? case D3DFMT_UYVY: // ?? case D3DFMT_YUY2: // ?? { return (16); break; } case D3DFMT_R8G8B8: //24-bit RGB pixel format with 8 bits per channel. { return (24); break; } case D3DFMT_R32F: // 32-bit float format using 32 bits for the red channel. case D3DFMT_X8L8V8U8: // 32-bit bump-map format with luminance using 8 bits for each channel. case D3DFMT_A2W10V10U10: // 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u. case D3DFMT_Q8W8V8U8: // 32-bit bump-map format using 8 bits for each channel. case D3DFMT_V16U16: // 32-bit bump-map format using 16 bits for each channel. case D3DFMT_A8R8G8B8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel. case D3DFMT_X8R8G8B8: // 32-bit RGB pixel format, where 8 bits are reserved for each color. case D3DFMT_A2B10G10R10: // 32-bit pixel format using 10 bits for each color and 2 bits for alpha. case D3DFMT_A8B8G8R8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel. case D3DFMT_X8B8G8R8: // 32-bit RGB pixel format, where 8 bits are reserved for each color. case D3DFMT_G16R16: // 32-bit pixel format using 16 bits each for green and red. case D3DFMT_G16R16F: // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. case D3DFMT_A2R10G10B10: // 32-bit pixel format using 10 bits each for red, green, and blue, and 2 bits for alpha. case D3DFMT_D32: // 32-bit z-buffer bit depth. case D3DFMT_D24S8: // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel. case D3DFMT_D24X8: //32-bit z-buffer bit depth using 24 bits for the depth channel. case D3DFMT_D24X4S4: // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel. case D3DFMT_D32F_LOCKABLE: // A lockable format where the depth value is represented as a standard IEEE floating-point number. case D3DFMT_D24FS8: // A non-lockable format that contains 24 bits of depth (in a 24-bit floating point format - 20e4) and 8 bits of stencil. case D3DFMT_D32_LOCKABLE: // A lockable 32-bit depth buffer. case D3DFMT_INDEX32: // 32-bit index buffer bit depth. //case : // //case : // //case : // //case : // { return (32); break; } case D3DFMT_G32R32F: // 64-bit float format using 32 bits for the red channel and 32 bits for the green channel. case D3DFMT_Q16W16V16U16: // 64-bit bump-map format using 16 bits for each component. case D3DFMT_A16B16G16R16: // 64-bit pixel format using 16 bits for each component. case D3DFMT_A16B16G16R16F: // 64-bit float format using 16 bits for the each channel (alpha, blue, green, red). { return (64); break; } case D3DFMT_A32B32G32R32F: // 128-bit float format using 32 bits for the each channel (alpha, blue, green, red). { return (128); break; } case D3DFMT_DXT2: case D3DFMT_DXT3: case D3DFMT_DXT4: case D3DFMT_DXT5: { return (8); break; } case D3DFMT_DXT1: { return (4); break; } default: //compressed formats { return (4); break; } } } #endif /* uMod_TEXTUREFUNCTION_H_ */