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https://github.com/gwdevhub/gMod.git
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601c8c1504
* The hash of textures is now computed the first time they are used. The hash is recomputed if the content might have changed. * In some games, textures are used as rendering targets (e.g. a mirror or a portal in Portal). The hash calculation of these textures might slow down the game. -> there is an option to disable the computation of hashes for rendering targets. * Enable or Disable the support of tpf mods affect now the game immediately. * Little rearrangements in the GUI. * uMod can now extract the content of mods to disk and the game loads the textures from there. This solves the huge memory problem of uMod.
94 lines
3.6 KiB
C++
94 lines
3.6 KiB
C++
/*
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This file is part of Universal Modding Engine.
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Universal Modding Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Universal Modding Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Universal Modding Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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*
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* BIG THANKS TO Matthew L (Azorbix)
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* (Direct3D StarterKit v3.0)
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*
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*/
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#ifndef uMod_IDirect3DVolumeTexture9_H
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#define uMod_IDirect3DVolumeTexture9_H
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#include <d3d9.h>
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#include <d3dx9.h>
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#include "..\uMod_DXMain\uMod_Defines.h"
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class uMod_IDirect3DVolumeTexture9 : public IDirect3DVolumeTexture9
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{
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public:
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uMod_IDirect3DVolumeTexture9(IDirect3DVolumeTexture9 **ppTex, IDirect3DDevice9 *pIDirect3DDevice9)
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{
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m_D3Dtex = *ppTex; //Texture which will be displayed and will be passed to the game
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m_D3Ddev = pIDirect3DDevice9; //device pointer
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CrossRef_D3Dtex = NULL; //cross reference
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// fake texture: store the pointer to the original uMod_IDirect3DVolumeTexture9 object, needed if a fake texture is unselected
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// original texture: stores the pointer to the fake texture object, is needed if original texture is deleted,
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// thus the fake texture can also be deleted
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Reference = -1; //need for fast deleting
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CRC64 = 0u;
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CRC32 = 0u;
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FAKE = false;
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Dirty = 1;
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}
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IDirect3DVolumeTexture9 *m_D3Dtex; //!< pointer to the real IDirect3DCubeTexture9 object
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uMod_IDirect3DVolumeTexture9 *CrossRef_D3Dtex; //!< cross reference from the fake texture to the game texture and vice versa
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IDirect3DDevice9 *m_D3Ddev; //!< pointer to the device
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int Reference; //!< Index in the vector (needed for a fast delete).
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DWORD64 CRC64; //!< computed hash value for this game texture.
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DWORD32 CRC32; //!< computed crc32 value for this game texture.
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bool FAKE; //!< True if this texture is was loaded by uMod (fake texture)
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unsigned char Dirty;
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// original interface
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STDMETHOD(QueryInterface) (REFIID riid, void** ppvObj);
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STDMETHOD_(ULONG,AddRef)();
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STDMETHOD_(ULONG,Release)();
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STDMETHOD(GetDevice)(IDirect3DDevice9** ppDevice);
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STDMETHOD(SetPrivateData)(REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags);
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STDMETHOD(GetPrivateData)(REFGUID refguid,void* pData,DWORD* pSizeOfData);
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STDMETHOD(FreePrivateData)(REFGUID refguid);
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STDMETHOD_(DWORD, SetPriority)(DWORD PriorityNew);
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STDMETHOD_(DWORD, GetPriority)();
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STDMETHOD_(void, PreLoad)();
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STDMETHOD_(D3DRESOURCETYPE, GetType)();
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STDMETHOD_(DWORD, SetLOD)(DWORD LODNew);
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STDMETHOD_(DWORD, GetLOD)();
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STDMETHOD_(DWORD, GetLevelCount)();
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STDMETHOD(SetAutoGenFilterType)(D3DTEXTUREFILTERTYPE FilterType);
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STDMETHOD_(D3DTEXTUREFILTERTYPE, GetAutoGenFilterType)();
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STDMETHOD_(void, GenerateMipSubLevels)();
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STDMETHOD(AddDirtyBox)(CONST D3DBOX *pDirtyBox);
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STDMETHOD(GetLevelDesc)(UINT Level, D3DVOLUME_DESC *pDesc);
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STDMETHOD(GetVolumeLevel)(UINT Level, IDirect3DVolume9 **ppVolumeLevel);
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STDMETHOD(LockBox)(UINT Level, D3DLOCKED_BOX *pLockedVolume, CONST D3DBOX *pBox, DWORD Flags);
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STDMETHOD(UnlockBox)(UINT Level);
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int ComputetHash( bool compute_crc);
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};
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#endif
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