# texture_dds.ludic - a .dds beside a .png: BC7 (colour, and anything packed into three channels), # BC5 (a normal's x and y) or BC4 (one channel), every mip level encoded at build time. Only the # DX10 form with its whole chain is taken; anything else is 0 and the caller loads the .png. # DXGI's numbers for the formats read here const DDS_BC4: int = 80 const DDS_BC5: int = 83 const DDS_BC7: int = 98 const DDS_BC7_SRGB: int = 99 function dds_u32(b: []byte, o: int) -> int { return b[o] | (b[o + 1] << 8) | (b[o + 2] << 16) | (b[o + 3] << 24) } # the .dds a .png may have beside it, or "" when the path is not a .png function dds_path_of(path: string) -> string { let n = len(path) if n < 5 or path[n - 4 .. n] != ".png" { return "" } return path[0 .. n - 4] + ".dds" } # Load the .dds at `path` as a texture (srgb: colour, sampled as sRGB), or 0 function tex_load_dds(render3d_st: mut Render3dState, path: string, srgb: bool) -> int { let b = Fs.read_bytes(path) if b == null { return 0 } let id = tex_load_dds_bytes(render3d_st, b, srgb) free(b) if id == 0 { print(`r3d: {path} is not a DX10 .dds with its whole mip chain; the .png is used`) } return id } function tex_load_dds_bytes(render3d_st: mut Render3dState, b: []byte, srgb: bool) -> int { if len(b) < 148 or b[0] != 68 or b[1] != 68 or b[2] != 83 or b[3] != 32 { return 0 } if b[84] != 68 or b[85] != 88 or b[86] != 49 or b[87] != 48 { return 0 } # "DX10" let h = dds_u32(b, 12) let w = dds_u32(b, 16) var levels = dds_u32(b, 28) if levels < 1 { levels = 1 } let dxgi = dds_u32(b, 128) var ifmt = 0 var block = 16 if dxgi == DDS_BC7 or dxgi == DDS_BC7_SRGB { ifmt = R3D_BC7; if srgb { ifmt = R3D_BC7_SRGB } } if dxgi == DDS_BC5 { ifmt = R3D_BC5 } if dxgi == DDS_BC4 { ifmt = R3D_BC4; block = 8 } if ifmt == 0 or w < 1 or h < 1 or levels != gvk_mip_levels(w, h) { return 0 } let offs = words(levels + 1) var at = 0 for l in 0 .. levels { offs[l] = at at += max((max(w >> l, 1) + 3) / 4, 1) * max((max(h >> l, 1) + 3) / 4, 1) * block } offs[levels] = at if 148 + at > len(b) { free(offs) return 0 } let id = gpu_tex_new(render3d_st) gpu_tex_bind(render3d_st, GPU_TEX2D, id) let ok = gpu_tex_compressed(render3d_st, ifmt, w, h, levels, mem_off(data_of(b), 148), offs) free(offs) if not ok { gpu_tex_free(render3d_st, id) return 0 } gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_S, GL_REPEAT) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_WRAP_T, GL_REPEAT) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) gpu_tex_paramf(render3d_st, GPU_TEX2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, render3d_st.tex_anisotropy) render3d_st.tex_w = w render3d_st.tex_h = h return id }