/* ** ddstexture.cpp ** Texture class for DDS images ** **--------------------------------------------------------------------------- ** Copyright 2006-2016 Randy Heit ** Copyright 2006-2019 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** DDS is short for "DirectDraw Surface" and is essentially that. It's ** interesting to us because it is a standard file format for DXTC/S3TC ** encoded images. Look up "DDS File Reference" in the DirectX SDK or ** the online MSDN documentation to the specs for this file format. Look up ** "Compressed Texture Resources" for information about DXTC encoding. ** ** Perhaps the most important part of DXTC to realize is that every 4x4 ** pixel block can only have four different colors, and only two of those ** are discrete. So depending on the texture, there may be very noticable ** quality degradation, or it may look virtually indistinguishable from ** the uncompressed texture. ** ** Note: Although this class supports reading RGB textures from a DDS, ** DO NOT use DDS images with plain RGB data. PNG does everything useful ** better. Since DDS lets the R, G, B, and A components lie anywhere in ** the pixel data, it is fairly inefficient to process. */ #include #include "files.h" #include "bitmap.h" #include "imagehelpers.h" #include "image.h" #include "m_png.h" #include "filesystem.h" // Since we want this to compile under Linux too, we need to define this // stuff ourselves instead of including a DirectX header. enum { ID_DDS = MAKE_ID('D', 'D', 'S', ' '), ID_DXT1 = MAKE_ID('D', 'X', 'T', '1'), ID_DXT2 = MAKE_ID('D', 'X', 'T', '2'), ID_DXT3 = MAKE_ID('D', 'X', 'T', '3'), ID_DXT4 = MAKE_ID('D', 'X', 'T', '4'), ID_DXT5 = MAKE_ID('D', 'X', 'T', '5'), // Bits in dwFlags DDSD_CAPS = 0x00000001, DDSD_HEIGHT = 0x00000002, DDSD_WIDTH = 0x00000004, DDSD_PITCH = 0x00000008, DDSD_PIXELFORMAT = 0x00001000, DDSD_MIPMAPCOUNT = 0x00020000, DDSD_LINEARSIZE = 0x00080000, DDSD_DEPTH = 0x00800000, // Bits in ddpfPixelFormat DDPF_ALPHAPIXELS = 0x00000001, DDPF_FOURCC = 0x00000004, DDPF_RGB = 0x00000040, // Bits in DDSCAPS2.dwCaps1 DDSCAPS_COMPLEX = 0x00000008, DDSCAPS_TEXTURE = 0x00001000, DDSCAPS_MIPMAP = 0x00400000, // Bits in DDSCAPS2.dwCaps2 DDSCAPS2_CUBEMAP = 0x00000200, DDSCAPS2_CUBEMAP_POSITIVEX = 0x00000400, DDSCAPS2_CUBEMAP_NEGATIVEX = 0x00000800, DDSCAPS2_CUBEMAP_POSITIVEY = 0x00001000, DDSCAPS2_CUBEMAP_NEGATIVEY = 0x00002000, DDSCAPS2_CUBEMAP_POSITIVEZ = 0x00004000, DDSCAPS2_CUBEMAP_NEGATIZEZ = 0x00008000, DDSCAPS2_VOLUME = 0x00200000, }; //========================================================================== // // // //========================================================================== struct DDPIXELFORMAT { uint32_t Size; // Must be 32 uint32_t Flags; uint32_t FourCC; uint32_t RGBBitCount; uint32_t RBitMask, GBitMask, BBitMask; uint32_t RGBAlphaBitMask; }; struct DDCAPS2 { uint32_t Caps1, Caps2; uint32_t Reserved[2]; }; struct DDSURFACEDESC2 { uint32_t Size; // Must be 124. DevIL claims some writers set it to 'DDS ' instead. uint32_t Flags; uint32_t Height; uint32_t Width; union { int32_t Pitch; uint32_t LinearSize; }; uint32_t Depth; uint32_t MipMapCount; uint32_t Reserved1[11]; DDPIXELFORMAT PixelFormat; DDCAPS2 Caps; uint32_t Reserved2; }; struct DDSFileHeader { uint32_t Magic; DDSURFACEDESC2 Desc; }; //========================================================================== // // A DDS image, with DXTx compression // //========================================================================== class FDDSTexture : public FImageSource { enum { PIX_Palette = 0, PIX_Alphatex = 1, PIX_ARGB = 2 }; public: FDDSTexture (FileReader &lump, void *surfdesc); void CreatePalettedPixels(uint8_t *destbuffer) override; protected: uint32_t Format; uint32_t RMask, GMask, BMask, AMask; uint8_t RShiftL, GShiftL, BShiftL, AShiftL; uint8_t RShiftR, GShiftR, BShiftR, AShiftR; int32_t Pitch; uint32_t LinearSize; static void CalcBitShift (uint32_t mask, uint8_t *lshift, uint8_t *rshift); void ReadRGB (FileReader &lump, uint8_t *buffer, int pixelmode); void DecompressDXT1 (FileReader &lump, uint8_t *buffer, int pixelmode); void DecompressDXT3 (FileReader &lump, bool premultiplied, uint8_t *buffer, int pixelmode); void DecompressDXT5 (FileReader &lump, bool premultiplied, uint8_t *buffer, int pixelmode); int CopyPixels(FBitmap *bmp, int conversion) override; friend class FTexture; }; //========================================================================== // // // //========================================================================== static bool CheckDDS (FileReader &file) { DDSFileHeader Header; file.Seek(0, FileReader::SeekSet); if (file.Read (&Header, sizeof(Header)) != sizeof(Header)) { return false; } return Header.Magic == ID_DDS && (LittleLong(Header.Desc.Size) == sizeof(DDSURFACEDESC2) || Header.Desc.Size == ID_DDS) && LittleLong(Header.Desc.PixelFormat.Size) == sizeof(DDPIXELFORMAT) && (LittleLong(Header.Desc.Flags) & (DDSD_CAPS | DDSD_PIXELFORMAT | DDSD_WIDTH | DDSD_HEIGHT)) == (DDSD_CAPS | DDSD_PIXELFORMAT | DDSD_WIDTH | DDSD_HEIGHT) && Header.Desc.Width != 0 && Header.Desc.Height != 0; } //========================================================================== // // // //========================================================================== FImageSource *DDSImage_TryCreate (FileReader &data) { union { DDSURFACEDESC2 surfdesc; uint32_t byteswapping[sizeof(DDSURFACEDESC2) / 4]; }; if (!CheckDDS(data)) return NULL; data.Seek(4, FileReader::SeekSet); data.Read (&surfdesc, sizeof(surfdesc)); #ifdef __BIG_ENDIAN__ // Every single element of the header is a uint32_t for (unsigned int i = 0; i < sizeof(DDSURFACEDESC2) / 4; ++i) { byteswapping[i] = LittleLong(byteswapping[i]); } // Undo the byte swap for the pixel format surfdesc.PixelFormat.FourCC = LittleLong(surfdesc.PixelFormat.FourCC); #endif if (surfdesc.PixelFormat.Flags & DDPF_FOURCC) { // Check for supported FourCC if (surfdesc.PixelFormat.FourCC != ID_DXT1 && surfdesc.PixelFormat.FourCC != ID_DXT2 && surfdesc.PixelFormat.FourCC != ID_DXT3 && surfdesc.PixelFormat.FourCC != ID_DXT4 && surfdesc.PixelFormat.FourCC != ID_DXT5) { return NULL; } if (!(surfdesc.Flags & DDSD_LINEARSIZE)) { return NULL; } } else if (surfdesc.PixelFormat.Flags & DDPF_RGB) { if ((surfdesc.PixelFormat.RGBBitCount >> 3) < 1 || (surfdesc.PixelFormat.RGBBitCount >> 3) > 4) { return NULL; } if ((surfdesc.Flags & DDSD_PITCH) && (surfdesc.Pitch <= 0)) { return NULL; } } else { return NULL; } return new FDDSTexture (data, &surfdesc); } //========================================================================== // // // //========================================================================== FDDSTexture::FDDSTexture (FileReader &lump, void *vsurfdesc) { DDSURFACEDESC2 *surf = (DDSURFACEDESC2 *)vsurfdesc; bMasked = false; Width = uint16_t(surf->Width); Height = uint16_t(surf->Height); if (surf->PixelFormat.Flags & DDPF_FOURCC) { Format = surf->PixelFormat.FourCC; Pitch = 0; LinearSize = surf->LinearSize; } else // DDPF_RGB { Format = surf->PixelFormat.RGBBitCount >> 3; CalcBitShift (RMask = surf->PixelFormat.RBitMask, &RShiftL, &RShiftR); CalcBitShift (GMask = surf->PixelFormat.GBitMask, &GShiftL, &GShiftR); CalcBitShift (BMask = surf->PixelFormat.BBitMask, &BShiftL, &BShiftR); if (surf->PixelFormat.Flags & DDPF_ALPHAPIXELS) { CalcBitShift (AMask = surf->PixelFormat.RGBAlphaBitMask, &AShiftL, &AShiftR); } else { AMask = 0; AShiftL = AShiftR = 0; } if (surf->Flags & DDSD_PITCH) { Pitch = surf->Pitch; } else { Pitch = (Width * Format + 3) & ~3; } LinearSize = Pitch * Height; } } //========================================================================== // // Returns the number of bits the color must be shifted to produce // an 8-bit value, as in: // // c = (color & mask) << lshift; // c |= c >> rshift; // c >>= 24; // // For any color of at least 4 bits, this ensures that the result // of the calculation for c will be fully saturated, given a maximum // value for the input bit mask. // //========================================================================== void FDDSTexture::CalcBitShift (uint32_t mask, uint8_t *lshiftp, uint8_t *rshiftp) { uint8_t shift; if (mask == 0) { *lshiftp = *rshiftp = 0; return; } shift = 0; while ((mask & 0x80000000) == 0) { mask <<= 1; shift++; } *lshiftp = shift; shift = 0; while (mask & 0x80000000) { mask <<= 1; shift++; } *rshiftp = shift; } //========================================================================== // // // //========================================================================== void FDDSTexture::CreatePalettedPixels(uint8_t *buffer) { auto lump = fileSystem.OpenFileReader(Name); if (!lump.isOpen()) return; // Just leave the texture blank. lump.Seek (sizeof(DDSURFACEDESC2) + 4, FileReader::SeekSet); int pmode = PIX_Palette; if (Format >= 1 && Format <= 4) // RGB: Format is # of bytes per pixel { ReadRGB (lump, buffer, pmode); } else if (Format == ID_DXT1) { DecompressDXT1 (lump, buffer, pmode); } else if (Format == ID_DXT3 || Format == ID_DXT2) { DecompressDXT3 (lump, Format == ID_DXT2, buffer, pmode); } else if (Format == ID_DXT5 || Format == ID_DXT4) { DecompressDXT5 (lump, Format == ID_DXT4, buffer, pmode); } } //========================================================================== // // Note that pixel size == 8 is column-major, but 32 is row-major! // //========================================================================== void FDDSTexture::ReadRGB (FileReader &lump, uint8_t *buffer, int pixelmode) { uint32_t x, y; uint32_t amask = AMask == 0 ? 0 : 0x80000000 >> AShiftL; uint8_t *linebuff = new uint8_t[Pitch]; for (y = Height; y > 0; --y) { uint8_t *buffp = linebuff; uint8_t *pixelp = pixelmode == PIX_ARGB ? buffer + 4 * (y - 1)*Width : buffer + y - 1; lump.Read (linebuff, Pitch); for (x = Width; x > 0; --x) { uint32_t c; if (Format == 4) { c = LittleLong(*(uint32_t *)buffp); buffp += 4; } else if (Format == 2) { c = LittleShort(*(uint16_t *)buffp); buffp += 2; } else if (Format == 3) { c = buffp[0] | (buffp[1] << 8) | (buffp[2] << 16); buffp += 3; } else // Format == 1 { c = *buffp++; } if (pixelmode != PIX_ARGB) { if (amask == 0 || (c & amask)) { uint32_t r = (c & RMask) << RShiftL; r |= r >> RShiftR; uint32_t g = (c & GMask) << GShiftL; g |= g >> GShiftR; uint32_t b = (c & BMask) << BShiftL; b |= b >> BShiftR; uint32_t a = (c & AMask) << AShiftL; a |= a >> AShiftR; *pixelp = ImageHelpers::RGBToPalette(false, r >> 24, g >> 24, b >> 24, a >> 24); } else { *pixelp = 0; bMasked = true; } pixelp += Height; } else { uint32_t r = (c & RMask) << RShiftL; r |= r >> RShiftR; uint32_t g = (c & GMask) << GShiftL; g |= g >> GShiftR; uint32_t b = (c & BMask) << BShiftL; b |= b >> BShiftR; uint32_t a = (c & AMask) << AShiftL; a |= a >> AShiftR; pixelp[0] = (uint8_t)(b>>24); pixelp[1] = (uint8_t)(g>>24); pixelp[2] = (uint8_t)(r>>24); pixelp[3] = (uint8_t)(a>>24); pixelp+=4; } } } delete[] linebuff; } //========================================================================== // // // //========================================================================== void FDDSTexture::DecompressDXT1 (FileReader &lump, uint8_t *buffer, int pixelmode) { const long blocklinelen = ((Width + 3) >> 2) << 3; uint8_t *blockbuff = new uint8_t[blocklinelen]; uint8_t *block; PalEntry color[4]; uint8_t palcol[4] = { 0,0,0,0 }; // shut up compiler warnings. int ox, oy, x, y, i; color[0].a = 255; color[1].a = 255; color[2].a = 255; for (oy = 0; oy < Height; oy += 4) { lump.Read (blockbuff, blocklinelen); block = blockbuff; for (ox = 0; ox < Width; ox += 4) { uint16_t color16[2] = { LittleShort(((uint16_t *)block)[0]), LittleShort(((uint16_t *)block)[1]) }; // Convert color from R5G6B5 to R8G8B8. for (i = 1; i >= 0; --i) { color[i].r = ((color16[i] & 0xF800) >> 8) | (color16[i] >> 13); color[i].g = ((color16[i] & 0x07E0) >> 3) | ((color16[i] & 0x0600) >> 9); color[i].b = ((color16[i] & 0x001F) << 3) | ((color16[i] & 0x001C) >> 2); } if (color16[0] > color16[1]) { // Four-color block: derive the other two colors. color[2].r = (color[0].r + color[0].r + color[1].r + 1) / 3; color[2].g = (color[0].g + color[0].g + color[1].g + 1) / 3; color[2].b = (color[0].b + color[0].b + color[1].b + 1) / 3; color[3].r = (color[0].r + color[1].r + color[1].r + 1) / 3; color[3].g = (color[0].g + color[1].g + color[1].g + 1) / 3; color[3].b = (color[0].b + color[1].b + color[1].b + 1) / 3; color[3].a = 255; } else { // Three-color block: derive the other color. color[2].r = (color[0].r + color[1].r) / 2; color[2].g = (color[0].g + color[1].g) / 2; color[2].b = (color[0].b + color[1].b) / 2; color[3].a = color[3].b = color[3].g = color[3].r = 0; // If you have a three-color block, presumably that transparent // color is going to be used. bMasked = true; } // Pick colors from the palette for each of the four colors. if (pixelmode != PIX_ARGB) for (i = 3; i >= 0; --i) { palcol[i] = ImageHelpers::RGBToPalette(pixelmode == PIX_Alphatex, color[i]); } // Now decode this 4x4 block to the pixel buffer. for (y = 0; y < 4; ++y) { if (oy + y >= Height) { break; } uint8_t yslice = block[4 + y]; for (x = 0; x < 4; ++x) { if (ox + x >= Width) { break; } int ci = (yslice >> (x + x)) & 3; if (pixelmode != PIX_ARGB) { buffer[oy + y + (ox + x) * Height] = palcol[ci]; } else { uint8_t * tcp = &buffer[(ox + x)*4 + (oy + y) * Width*4]; tcp[0] = color[ci].b; tcp[1] = color[ci].g; tcp[2] = color[ci].r; tcp[3] = color[ci].a; } } } block += 8; } } delete[] blockbuff; } //========================================================================== // // DXT3: Decompression is identical to DXT1, except every 64-bit block is // preceded by another 64-bit block with explicit alpha values. // //========================================================================== void FDDSTexture::DecompressDXT3 (FileReader &lump, bool premultiplied, uint8_t *buffer, int pixelmode) { const long blocklinelen = ((Width + 3) >> 2) << 4; uint8_t *blockbuff = new uint8_t[blocklinelen]; uint8_t *block; PalEntry color[4]; uint8_t palcol[4] = { 0,0,0,0 }; int ox, oy, x, y, i; for (oy = 0; oy < Height; oy += 4) { lump.Read (blockbuff, blocklinelen); block = blockbuff; for (ox = 0; ox < Width; ox += 4) { uint16_t color16[2] = { LittleShort(((uint16_t *)block)[4]), LittleShort(((uint16_t *)block)[5]) }; // Convert color from R5G6B5 to R8G8B8. for (i = 1; i >= 0; --i) { color[i].r = ((color16[i] & 0xF800) >> 8) | (color16[i] >> 13); color[i].g = ((color16[i] & 0x07E0) >> 3) | ((color16[i] & 0x0600) >> 9); color[i].b = ((color16[i] & 0x001F) << 3) | ((color16[i] & 0x001C) >> 2); } // Derive the other two colors. color[2].r = (color[0].r + color[0].r + color[1].r + 1) / 3; color[2].g = (color[0].g + color[0].g + color[1].g + 1) / 3; color[2].b = (color[0].b + color[0].b + color[1].b + 1) / 3; color[3].r = (color[0].r + color[1].r + color[1].r + 1) / 3; color[3].g = (color[0].g + color[1].g + color[1].g + 1) / 3; color[3].b = (color[0].b + color[1].b + color[1].b + 1) / 3; // Pick colors from the palette for each of the four colors. if (pixelmode != PIX_ARGB) for (i = 3; i >= 0; --i) { palcol[i] = ImageHelpers::RGBToPalette(pixelmode == PIX_Alphatex, color[i], false); } // Now decode this 4x4 block to the pixel buffer. for (y = 0; y < 4; ++y) { if (oy + y >= Height) { break; } uint8_t yslice = block[12 + y]; uint16_t yalphaslice = LittleShort(((uint16_t *)block)[y]); for (x = 0; x < 4; ++x) { if (ox + x >= Width) { break; } if (pixelmode == PIX_Palette) { buffer[oy + y + (ox + x) * Height] = ((yalphaslice >> (x*4)) & 15) < 8 ? (bMasked = true, 0) : palcol[(yslice >> (x + x)) & 3]; } else if (pixelmode == PIX_Alphatex) { int alphaval = ((yalphaslice >> (x * 4)) & 15); int palval = palcol[(yslice >> (x + x)) & 3]; buffer[oy + y + (ox + x) * Height] = palval * alphaval / 15; } else { uint8_t * tcp = &buffer[(ox + x)*4 + (oy + y) * Width*4]; int c = (yslice >> (x + x)) & 3; tcp[0] = color[c].b; tcp[1] = color[c].g; tcp[2] = color[c].r; tcp[3] = ((yalphaslice >> (x * 4)) & 15) * 0x11; } } } block += 16; } } delete[] blockbuff; } //========================================================================== // // DXT5: Decompression is identical to DXT3, except every 64-bit alpha block // contains interpolated alpha values, similar to the 64-bit color block. // //========================================================================== void FDDSTexture::DecompressDXT5 (FileReader &lump, bool premultiplied, uint8_t *buffer, int pixelmode) { const long blocklinelen = ((Width + 3) >> 2) << 4; uint8_t *blockbuff = new uint8_t[blocklinelen]; uint8_t *block; PalEntry color[4]; uint8_t palcol[4] = { 0,0,0,0 }; uint32_t yalphaslice = 0; int ox, oy, x, y, i; for (oy = 0; oy < Height; oy += 4) { lump.Read (blockbuff, blocklinelen); block = blockbuff; for (ox = 0; ox < Width; ox += 4) { uint16_t color16[2] = { LittleShort(((uint16_t *)block)[4]), LittleShort(((uint16_t *)block)[5]) }; uint8_t alpha[8]; // Calculate the eight alpha values. alpha[0] = block[0]; alpha[1] = block[1]; if (alpha[0] >= alpha[1]) { // Eight-alpha block: derive the other six alphas. for (i = 0; i < 6; ++i) { alpha[i + 2] = ((6 - i) * alpha[0] + (i + 1) * alpha[1] + 3) / 7; } } else { // Six-alpha block: derive the other four alphas. for (i = 0; i < 4; ++i) { alpha[i + 2] = ((4 - i) * alpha[0] + (i + 1) * alpha[1] + 2) / 5; } alpha[6] = 0; alpha[7] = 255; } // Convert color from R5G6B5 to R8G8B8. for (i = 1; i >= 0; --i) { color[i].r = ((color16[i] & 0xF800) >> 8) | (color16[i] >> 13); color[i].g = ((color16[i] & 0x07E0) >> 3) | ((color16[i] & 0x0600) >> 9); color[i].b = ((color16[i] & 0x001F) << 3) | ((color16[i] & 0x001C) >> 2); } // Derive the other two colors. color[2].r = (color[0].r + color[0].r + color[1].r + 1) / 3; color[2].g = (color[0].g + color[0].g + color[1].g + 1) / 3; color[2].b = (color[0].b + color[0].b + color[1].b + 1) / 3; color[3].r = (color[0].r + color[1].r + color[1].r + 1) / 3; color[3].g = (color[0].g + color[1].g + color[1].g + 1) / 3; color[3].b = (color[0].b + color[1].b + color[1].b + 1) / 3; // Pick colors from the palette for each of the four colors. if (pixelmode != PIX_ARGB) for (i = 3; i >= 0; --i) { palcol[i] = ImageHelpers::RGBToPalette(pixelmode == PIX_Alphatex, color[i], false); } // Now decode this 4x4 block to the pixel buffer. for (y = 0; y < 4; ++y) { if (oy + y >= Height) { break; } // Alpha values are stored in 3 bytes for 2 rows if ((y & 1) == 0) { yalphaslice = block[y*3] | (block[y*3+1] << 8) | (block[y*3+2] << 16); } else { yalphaslice >>= 12; } uint8_t yslice = block[12 + y]; for (x = 0; x < 4; ++x) { if (ox + x >= Width) { break; } if (pixelmode == PIX_Palette) { buffer[oy + y + (ox + x) * Height] = alpha[((yalphaslice >> (x*3)) & 7)] < 128 ? (bMasked = true, 0) : palcol[(yslice >> (x + x)) & 3]; } else if (pixelmode == PIX_Alphatex) { int alphaval = alpha[((yalphaslice >> (x * 3)) & 7)]; int palval = palcol[(yslice >> (x + x)) & 3]; buffer[oy + y + (ox + x) * Height] = palval * alphaval / 255; } else { uint8_t * tcp = &buffer[(ox + x)*4 + (oy + y) * Width*4]; int c = (yslice >> (x + x)) & 3; tcp[0] = color[c].b; tcp[1] = color[c].g; tcp[2] = color[c].r; tcp[3] = alpha[((yalphaslice >> (x*3)) & 7)]; } } } block += 16; } } delete[] blockbuff; } //=========================================================================== // // FDDSTexture::CopyPixels // //=========================================================================== int FDDSTexture::CopyPixels(FBitmap *bmp, int conversion) { auto lump = fileSystem.OpenFileReader(Name); if (!lump.isOpen()) return -1; // Just leave the texture blank. uint8_t *TexBuffer = bmp->GetPixels(); lump.Seek (sizeof(DDSURFACEDESC2) + 4, FileReader::SeekSet); if (Format >= 1 && Format <= 4) // RGB: Format is # of bytes per pixel { ReadRGB (lump, TexBuffer, PIX_ARGB); } else if (Format == ID_DXT1) { DecompressDXT1 (lump, TexBuffer, PIX_ARGB); } else if (Format == ID_DXT3 || Format == ID_DXT2) { DecompressDXT3 (lump, Format == ID_DXT2, TexBuffer, PIX_ARGB); } else if (Format == ID_DXT5 || Format == ID_DXT4) { DecompressDXT5 (lump, Format == ID_DXT4, TexBuffer, PIX_ARGB); } return -1; }