Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef S3TC_DECODE_H
#define S3TC_DECODE_H
#ifdef _WIN32
#pragma once
#endif
#include "bitmap/imageformat.h"
enum ImageFormat;
class S3RGBA
{
public:
unsigned char b, g, r, a;
};
class S3PaletteIndex
{
public:
unsigned char m_AlphaIndex;
unsigned char m_ColorIndex;
};
#define MAX_S3TC_BLOCK_BYTES 16
S3PaletteIndex S3TC_GetPixelPaletteIndex( ImageFormat format, const char *pS3Block, int x, int y );
void S3TC_SetPixelPaletteIndex( ImageFormat format, char *pS3Block, int x, int y, S3PaletteIndex iPaletteIndex );
// Note: width, x, and y are in texels, not S3 blocks.
S3PaletteIndex S3TC_GetPaletteIndex(
unsigned char *pFaceData,
ImageFormat format,
int imageWidth,
int x,
int y );
// Note: width, x, and y are in texels, not S3 blocks.
void S3TC_SetPaletteIndex(
unsigned char *pFaceData,
ImageFormat format,
int imageWidth,
int x,
int y,
S3PaletteIndex paletteIndex );
const char* S3TC_GetBlock(
const void *pCompressed,
ImageFormat format,
int nBlocksWide, // How many blocks wide is the image (pixels wide / 4).
int xBlock,
int yBlock );
char* S3TC_GetBlock(
void *pCompressed,
ImageFormat format,
int nBlocksWide, // How many blocks wide is the image (pixels wide / 4).
int xBlock,
int yBlock );
// Merge the two palettes and copy the colors
void S3TC_MergeBlocks(
char **blocks,
S3RGBA **pOriginals, // Original RGBA colors in the texture. This allows it to avoid doubly compressing.
int nBlocks,
int lPitch, // (in BYTES)
ImageFormat format
);
// Convert an RGB565 color to RGBA8888.
inline S3RGBA S3TC_RGBAFrom565( unsigned short color, unsigned char alphaValue=255 )
{
S3RGBA ret;
ret.a = alphaValue;
ret.r = (unsigned char)( (color >> 11) << 3 );
ret.g = (unsigned char)( ((color >> 5) & 0x3F) << 2 );
ret.b = (unsigned char)( (color & 0x1F) << 3 );
return ret;
}
// Blend from one color to another..
inline S3RGBA S3TC_RGBABlend( const S3RGBA &a, const S3RGBA &b, int aMul, int bMul, int div )
{
S3RGBA ret;
ret.r = (unsigned char)(( (int)a.r * aMul + (int)b.r * bMul ) / div );
ret.g = (unsigned char)(( (int)a.g * aMul + (int)b.g * bMul ) / div );
ret.b = (unsigned char)(( (int)a.b * aMul + (int)b.b * bMul ) / div );
ret.a = (unsigned char)(( (int)a.a * aMul + (int)b.a * bMul ) / div );
return ret;
}
#endif // S3TC_DECODE_H