mirror of
https://github.com/gwdevhub/gMod.git
synced 2026-07-16 07:29:30 +00:00
a7e36fc965
* remove GUI parts as those will not be updated * move to header/source * add cmakelist to create solution * Change Readme * Implement modlist.txt loading * Setup versioning and CD pipeline * Setup DirectX in pipeline * Make uMod load from uMod.dll directory * Fix file loading * Remove break * Fix CD pipeline (#1) * Test cd pipeline * See what's in Lib directory * See inside lib/x86 * Manually adjust the build environment * Disable CD pipeline in PRs Create CI pipeline * Fix slashes in path * Fix build call * Attempt to fix paths * Copy dx headers inside the /header folder * Use ps * Change cache location * Path changes * Improve CMake to look for lib and header files * Fix missing Lib folder * Move changes to CD pipeline * Disable CI on merge and fix CD (#2) * Fix CD tag (#4) * Hijack existing DirectX calls (#5) * Create a dll without listener (#6) * Fix asset creation in CD pipeline (#7) * Setup file loading * create necessary files * merge latest changes, set output dir * Change main to master in pipelines Add fallback for DX libs in CMakeLists * Setup new generator * formatting * remove listener * Change CD to pick the dll from bin Change release name to gMod * more formatting * add editorconfig * Setup versioning * Remove CODEOWNERS --------- Co-authored-by: Alex Macocian <amacocian@yahoo.com>
125 lines
6.0 KiB
C
125 lines
6.0 KiB
C
#pragma once
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unsigned int GetCRC32(char* pcDatabuf, unsigned int ulDatalen);
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/*
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case D3DFMT_MULTI2_ARGB8:
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case D3DFMT_VERTEXDATA:
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*/
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inline 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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break;
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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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break;
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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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break;
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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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break;
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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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//case : //
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//case : //
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//case : //
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//case : //
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{
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return 32;
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break;
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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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break;
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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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break;
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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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break;
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}
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case D3DFMT_DXT1: {
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return 4;
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break;
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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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break;
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}
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}
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}
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