#pragma once unsigned int GetCRC32(char* pcDatabuf, unsigned int ulDatalen); /* case D3DFMT_MULTI2_ARGB8: case D3DFMT_VERTEXDATA: */ 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; } } }