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https://github.com/id-Software/DOOM-3-BFG.git
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Cleaned up idImage::DeriveOpts()
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commit
c1ab70305c
2 changed files with 54 additions and 53 deletions
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@ -232,7 +232,7 @@ typedef enum
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TD_SPECULAR_PBR_RMAO, // may be compressed, and always zeros the alpha channel, linear RGB R = roughness, G = metal, B = ambient occlusion
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TD_SPECULAR_PBR_RMAOD, // may be compressed, alpha channel contains displacement map
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TD_HIGHQUALITY_CUBE, // motorsep - Uncompressed cubemap texture (RGB colorspace)
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TD_LOWQUALITY_CUBE, // motorsep - Compressed cubemap texture (RGB colorspace DXT5)
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TD_LOWQUALITY_CUBE, // motorsep - REMOVED
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TD_SHADOW_ARRAY, // 2D depth buffer array for shadow mapping
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TD_RG16F, // BRDF lookup table
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TD_RGBA16F, // RT = render target format only, not written to disk
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@ -160,48 +160,6 @@ ID_INLINE void idImage::DeriveOpts()
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opts.colorFormat = CFM_GREEN_ALPHA;
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break;
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case TD_DEPTH:
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opts.format = FMT_DEPTH;
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break;
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// SP begin
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case TD_DEPTH_STENCIL:
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opts.format = FMT_DEPTH_STENCIL;
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break;
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// SP end
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case TD_SHADOW_ARRAY:
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opts.format = FMT_SHADOW_ARRAY;
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break;
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case TD_RG16F:
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opts.format = FMT_RG16F;
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break;
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case TD_RGBA16F:
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opts.format = FMT_RGBA16F;
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break;
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case TD_RGBA16S:
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opts.format = FMT_RGBA16S;
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break;
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case TD_RGBA32F:
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opts.format = FMT_RGBA32F;
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break;
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case TD_R32F:
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opts.format = FMT_R32F;
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break;
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case TD_R8F:
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opts.format = FMT_R8F;
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break;
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case TD_HDR_LIGHTPROBE:
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opts.format = FMT_BC6H;
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break;
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case TD_DIFFUSE:
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// TD_DIFFUSE gets only set to when its a diffuse texture for an interaction
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opts.gammaMips = true;
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@ -249,7 +207,11 @@ ID_INLINE void idImage::DeriveOpts()
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// RB: TODO check binary format version
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// D3 BFG assets require RGB565 but it introduces color banding
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// mods would prefer FMT_RGBA8
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opts.format = FMT_RGB565; //FMT_RGBA8;
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#if defined(STANDALONE)
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opts.format = FMT_RGBA8;
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#else
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opts.format = FMT_RGB565;
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#endif
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opts.gammaMips = true;
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break;
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@ -266,22 +228,61 @@ ID_INLINE void idImage::DeriveOpts()
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opts.format = FMT_RGBA8;
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break;
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case TD_HDR_LIGHTPROBE:
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opts.format = FMT_BC6H;
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break;
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case TD_HDRI:
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opts.format = FMT_BC6H;
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//opts.numLevels = 1;
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break;
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// motorsep 05-17-2015; added this for uncompressed cubemap/skybox textures
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case TD_HIGHQUALITY_CUBE:
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opts.colorFormat = CFM_DEFAULT;
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opts.format = FMT_RGBA8;
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opts.gammaMips = true;
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break;
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case TD_LOWQUALITY_CUBE:
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opts.colorFormat = CFM_DEFAULT; // CFM_YCOCG_DXT5;
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opts.format = FMT_DXT5;
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opts.gammaMips = true;
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break;
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// motorsep end
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case TD_HDRI:
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opts.format = FMT_BC6H;
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//opts.numLevels = 1;
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//------------------------
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// Render targets only
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//------------------------
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case TD_DEPTH:
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opts.format = FMT_DEPTH;
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break;
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case TD_DEPTH_STENCIL:
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opts.format = FMT_DEPTH_STENCIL;
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break;
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case TD_SHADOW_ARRAY:
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opts.format = FMT_SHADOW_ARRAY;
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break;
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case TD_RG16F:
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opts.format = FMT_RG16F;
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break;
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case TD_RGBA16F:
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opts.format = FMT_RGBA16F;
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break;
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case TD_RGBA16S:
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opts.format = FMT_RGBA16S;
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break;
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case TD_RGBA32F:
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opts.format = FMT_RGBA32F;
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break;
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case TD_R32F:
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opts.format = FMT_R32F;
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break;
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case TD_R8F:
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opts.format = FMT_R8F;
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break;
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default:
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