mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-15 15:09:30 +00:00
9e593e83ee
* basic tga/hdr image loading * bgr tga tex * convert to dds during loading doesn't work yet, fails to create textures from dds memory * remove ext member from TextureFileStruct * do not convert images, leads to weird loading problems... * use regex matching for tpf loading * convert non-RGBA images to RGBA * remove d3dx (mostly) * fix moving wrong image * move TextureFunction to module * move FileLoader to ModfileLoader module * move TextureClient to module * spaces * ifdef debug * 1.6.0 * compress images to dxt5 (bc3_unorm) to use less memory * remove unnecessary directxtex source code patch * don't move unnecessarily * only compress if mods in filesystem use up more than 400mb * use std::future to prepare to multithread image loading fails when using std::launch::async though, maybe something in the directxtex library is not thread safe * remove d3dx sdk from workflows * remove extern "C" * catch exception when saving texture * make loading async (call CoInitializeEx) * support DXGI_FORMAT_BC1_UNORM (DXT1) compressed textures without warning * don't warn for BC2 BC4 or BC5 either * update README.md
322 lines
14 KiB
C++
322 lines
14 KiB
C++
module;
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#include "Main.h"
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#include <d3d9types.h>
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#include <DirectXTex/DirectXTex.h>
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export module TextureFunction;
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export template <typename T>
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concept uModTexturePtr = requires(T a)
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{
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std::same_as<uMod_IDirect3DTexture9*, T> ||
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std::same_as<uMod_IDirect3DVolumeTexture9*, T> ||
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std::same_as<uMod_IDirect3DCubeTexture9*, T>;
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};
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export template <typename T>
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concept uModTexturePtrPtr = uModTexturePtr<std::remove_pointer_t<T>>;
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export template <typename T> requires uModTexturePtr<T>
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void UnswitchTextures(T pTexture)
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{
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decltype(pTexture) CrossRef = pTexture->CrossRef_D3Dtex;
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if (CrossRef != nullptr) {
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std::swap(pTexture->m_D3Dtex, CrossRef->m_D3Dtex);
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// cancel the link
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CrossRef->CrossRef_D3Dtex = nullptr;
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pTexture->CrossRef_D3Dtex = nullptr;
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}
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}
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export template <typename T> requires uModTexturePtr<T>
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int SwitchTextures(T pTexture1, T pTexture2)
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{
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if (pTexture1->m_D3Ddev == pTexture2->m_D3Ddev && pTexture1->CrossRef_D3Dtex == nullptr && pTexture2->CrossRef_D3Dtex == nullptr) {
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// make cross reference
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pTexture1->CrossRef_D3Dtex = pTexture2;
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pTexture2->CrossRef_D3Dtex = pTexture1;
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// switch textures
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std::swap(pTexture1->m_D3Dtex, pTexture2->m_D3Dtex);
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return RETURN_OK;
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}
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return RETURN_TEXTURE_NOT_SWITCHED;
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}
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export namespace TextureFunction {
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unsigned int GetCRC32(char* pcDatabuf, unsigned int ulDatalen)
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{
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constexpr static auto crc32_poly = 0xEDB88320u;
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constexpr static auto ul_crc_in = 0xffffffff;
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unsigned int crc = ul_crc_in;
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for (unsigned int idx = 0u; idx < ulDatalen; idx++) {
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unsigned int data = *pcDatabuf++;
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for (unsigned int bit = 0u; bit < 8u; bit++, data >>= 1) {
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crc = crc >> 1 ^ ((crc ^ data) & 1 ? crc32_poly : 0);
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}
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}
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return crc;
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}
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int GetBitsFromFormat(D3DFORMAT format)
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{
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switch (format) //switch trough the formats to calculate the size of the raw data
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{
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case D3DFMT_A1: // 1-bit monochrome.
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{
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return 1;
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}
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case D3DFMT_R3G3B2: // 8-bit RGB texture format using 3 bits for red, 3 bits for green, and 2 bits for blue.
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case D3DFMT_A8: // 8-bit alpha only.
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case D3DFMT_A8P8: // 8-bit color indexed with 8 bits of alpha.
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case D3DFMT_P8: // 8-bit color indexed.
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case D3DFMT_L8: // 8-bit luminance only.
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case D3DFMT_A4L4: // 8-bit using 4 bits each for alpha and luminance.
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case D3DFMT_FORCE_DWORD:
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case D3DFMT_S8_LOCKABLE: // A lockable 8-bit stencil buffer.
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{
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return 8;
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}
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case D3DFMT_D16_LOCKABLE: //16-bit z-buffer bit depth.
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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.
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case D3DFMT_L6V5U5: // 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u.
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case D3DFMT_V8U8: // 16-bit bump-map format using 8 bits each for u and v data.
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case D3DFMT_CxV8U8: // 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2).
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case D3DFMT_R5G6B5: // 16-bit RGB pixel format with 5 bits for red, 6 bits for green, and 5 bits for blue.
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case D3DFMT_X1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color.
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case D3DFMT_A1R5G5B5: // 16-bit pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.
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case D3DFMT_A4R4G4B4: // 16-bit ARGB pixel format with 4 bits for each channel.
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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.
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case D3DFMT_X4R4G4B4: // 16-bit RGB pixel format using 4 bits for each color.
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case D3DFMT_L16: // 16-bit luminance only.
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case D3DFMT_R16F: // 16-bit float format using 16 bits for the red channel.
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case D3DFMT_A8L8: // 16-bit using 8 bits each for alpha and luminance.
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case D3DFMT_D16: // 16-bit z-buffer bit depth.
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case D3DFMT_INDEX16: // 16-bit index buffer bit depth.
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case D3DFMT_G8R8_G8B8: // ??
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case D3DFMT_R8G8_B8G8: // ??
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case D3DFMT_UYVY: // ??
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case D3DFMT_YUY2: // ??
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{
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return 16;
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}
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case D3DFMT_R8G8B8: //24-bit RGB pixel format with 8 bits per channel.
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{
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return 24;
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}
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case D3DFMT_R32F: // 32-bit float format using 32 bits for the red channel.
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case D3DFMT_X8L8V8U8: // 32-bit bump-map format with luminance using 8 bits for each channel.
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case D3DFMT_A2W10V10U10: // 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u.
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case D3DFMT_Q8W8V8U8: // 32-bit bump-map format using 8 bits for each channel.
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case D3DFMT_V16U16: // 32-bit bump-map format using 16 bits for each channel.
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case D3DFMT_A8R8G8B8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
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case D3DFMT_X8R8G8B8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
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case D3DFMT_A2B10G10R10: // 32-bit pixel format using 10 bits for each color and 2 bits for alpha.
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case D3DFMT_A8B8G8R8: // 32-bit ARGB pixel format with alpha, using 8 bits per channel.
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case D3DFMT_X8B8G8R8: // 32-bit RGB pixel format, where 8 bits are reserved for each color.
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case D3DFMT_G16R16: // 32-bit pixel format using 16 bits each for green and red.
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case D3DFMT_G16R16F: // 32-bit float format using 16 bits for the red channel and 16 bits for the green channel.
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case D3DFMT_A2R10G10B10: // 32-bit pixel format using 10 bits each for red, green, and blue, and 2 bits for alpha.
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case D3DFMT_D32: // 32-bit z-buffer bit depth.
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case D3DFMT_D24S8: // 32-bit z-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.
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case D3DFMT_D24X8: //32-bit z-buffer bit depth using 24 bits for the depth channel.
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case D3DFMT_D24X4S4: // 32-bit z-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.
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case D3DFMT_D32F_LOCKABLE: // A lockable format where the depth value is represented as a standard IEEE floating-point number.
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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.
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case D3DFMT_D32_LOCKABLE: // A lockable 32-bit depth buffer.
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case D3DFMT_INDEX32: // 32-bit index buffer bit depth.
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{
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return 32;
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}
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case D3DFMT_G32R32F: // 64-bit float format using 32 bits for the red channel and 32 bits for the green channel.
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case D3DFMT_Q16W16V16U16: // 64-bit bump-map format using 16 bits for each component.
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case D3DFMT_A16B16G16R16: // 64-bit pixel format using 16 bits for each component.
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case D3DFMT_A16B16G16R16F: // 64-bit float format using 16 bits for the each channel (alpha, blue, green, red).
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{
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return 64;
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}
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case D3DFMT_A32B32G32R32F: // 128-bit float format using 32 bits for the each channel (alpha, blue, green, red).
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{
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return 128;
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}
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case D3DFMT_DXT2:
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case D3DFMT_DXT3:
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case D3DFMT_DXT4:
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case D3DFMT_DXT5: {
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return 8;
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}
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case D3DFMT_DXT1: {
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return 4;
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}
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default: //compressed formats
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{
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return 4;
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}
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}
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}
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DirectX::ScratchImage ImageConvertToBGRA(DirectX::ScratchImage& image, const TexEntry& entry)
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{
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if (image.GetMetadata().format == DXGI_FORMAT_B8G8R8A8_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC1_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC2_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC3_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC4_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC5_UNORM) {
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return std::move(image);
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}
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DirectX::ScratchImage bgra_image;
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const HRESULT hr = DirectX::Convert(
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image.GetImages(),
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image.GetImageCount(),
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image.GetMetadata(),
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DXGI_FORMAT_B8G8R8A8_UNORM,
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DirectX::TEX_FILTER_DEFAULT,
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DirectX::TEX_THRESHOLD_DEFAULT,
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bgra_image);
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if (FAILED(hr)) {
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Warning("ImageConvertToBGRA (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
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bgra_image = std::move(image);
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}
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image.Release();
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return bgra_image;
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}
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DirectX::ScratchImage ImageGenerateMipMaps(DirectX::ScratchImage& image, const TexEntry& entry)
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{
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if (entry.ext == ".dds") {
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return std::move(image);
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}
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DirectX::ScratchImage mipmapped_image;
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const auto hr = DirectX::GenerateMipMaps(
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image.GetImages(),
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image.GetImageCount(),
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image.GetMetadata(),
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DirectX::TEX_FILTER_DEFAULT,
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0,
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mipmapped_image);
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if (FAILED(hr)) {
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Warning("GenerateMipMaps (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
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mipmapped_image = std::move(image);
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}
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image.Release();
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return mipmapped_image;
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}
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DirectX::ScratchImage ImageCompress(DirectX::ScratchImage& image, const TexEntry& entry)
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{
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if (image.GetMetadata().format == DXGI_FORMAT_BC1_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC2_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC3_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC4_UNORM ||
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image.GetMetadata().format == DXGI_FORMAT_BC5_UNORM) {
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return std::move(image);
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}
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DirectX::ScratchImage compressed_image;
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const auto hr = DirectX::Compress(
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image.GetImages(),
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image.GetImageCount(),
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image.GetMetadata(),
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DXGI_FORMAT_BC3_UNORM,
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DirectX::TEX_COMPRESS_DEFAULT,
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DirectX::TEX_THRESHOLD_DEFAULT,
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compressed_image);
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if (FAILED(hr)) {
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Warning("ImageCompress (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
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compressed_image = std::move(image);
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}
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image.Release();
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return compressed_image;
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}
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void ImageSave(const DirectX::ScratchImage& image, const TexEntry& entry, const std::filesystem::path& dll_path)
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{
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const auto file_name = std::format("0x{:x}.dds", entry.crc_hash);
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const auto file_out = dll_path / "textures" / file_name;
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try {
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if (std::filesystem::exists(file_out)) {
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return;
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}
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if (!std::filesystem::exists(file_out.parent_path())) {
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std::filesystem::create_directory(file_out.parent_path());
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}
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const auto hr = DirectX::SaveToDDSFile(
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image.GetImages(),
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image.GetImageCount(),
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image.GetMetadata(),
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DirectX::DDS_FLAGS_NONE,
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file_out.c_str());
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if (FAILED(hr)) {
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Warning("SaveDDSImageToDisk (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
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}
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}
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catch (const std::exception& e) {
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Warning("SaveDDSImageToDisk (%#lX%s): %s\n", entry.crc_hash, entry.ext.c_str(), e.what());
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return;
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}
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}
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DirectX::Blob ConvertToCompressedDDS(TexEntry& entry, const bool compress, const std::filesystem::path& dll_path)
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{
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DirectX::ScratchImage image;
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HRESULT hr = 0;
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if (entry.ext == ".dds") {
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hr = DirectX::LoadFromDDSMemory(entry.data.data(), entry.data.size(), DirectX::DDS_FLAGS_NONE, nullptr, image);
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}
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else if (entry.ext == ".tga") {
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hr = DirectX::LoadFromTGAMemory(entry.data.data(), entry.data.size(), DirectX::TGA_FLAGS_BGR, nullptr, image);
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}
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else if (entry.ext == ".hdr") {
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hr = DirectX::LoadFromHDRMemory(entry.data.data(), entry.data.size(), nullptr, image);
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}
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else {
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hr = DirectX::LoadFromWICMemory(entry.data.data(), entry.data.size(), DirectX::WIC_FLAGS_NONE, nullptr, image);
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if (image.GetMetadata().format == DXGI_FORMAT_B8G8R8X8_UNORM) {
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// todo: this is undefined behaviour, but we must force them to be interpreted as BGRA instead of BGRX
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const_cast<DXGI_FORMAT&>(image.GetMetadata().format) = DXGI_FORMAT_B8G8R8A8_UNORM;
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const auto images = image.GetImages();
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for (int i = 0; i < image.GetImageCount(); ++i) {
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const_cast<DXGI_FORMAT&>(images[i].format) = DXGI_FORMAT_B8G8R8A8_UNORM;
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}
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}
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}
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entry.data.clear();
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if (FAILED(hr)) {
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Warning("LoadImageFromMemory (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
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return {};
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}
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auto bgra_image = ImageConvertToBGRA(image, entry);
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auto mipmapped_image = ImageGenerateMipMaps(bgra_image, entry);
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const auto compressed_image = compress ? ImageCompress(mipmapped_image, entry) : std::move(mipmapped_image);
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DirectX::Blob dds_blob;
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hr = DirectX::SaveToDDSMemory(
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compressed_image.GetImages(),
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compressed_image.GetImageCount(),
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compressed_image.GetMetadata(),
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DirectX::DDS_FLAGS_NONE,
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dds_blob);
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if (FAILED(hr)) {
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Warning("SaveDDSImageToMemory (%#lX%s): FAILED\n", entry.crc_hash, entry.ext.c_str());
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return {};
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}
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#ifdef _DEBUG
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ImageSave(compressed_image, entry, dll_path);
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#endif
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return dds_blob;
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}
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}
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