Files
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

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// Z3DTexture.h: interface for the Z3DTexture class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_Z3DTEXTURE_H__DDBD9A61_EC01_11D4_AD2B_0000E8EB4C69__INCLUDED_)
#define AFX_Z3DTEXTURE_H__DDBD9A61_EC01_11D4_AD2B_0000E8EB4C69__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "misc.h"
#include "SimpleString.h"
#include <d3d8.h>
#include <d3dx8.h>
#include <stdio.h>
#include <dds.h>
struct Z3DTextureCacheNode
{
long lWidth;
long lHeight;
long lMipCount;
D3DFORMAT format;
IDirect3DTexture8* pTexture;
Z3DTextureCacheNode* pNext;
};
struct Z3DTexture
{
public:
Z3DTexture()
{
m_pTexture = NULL;
}
~Z3DTexture();
bool Create( int x, int y )
{
return SUCCEEDED( D3DXCreateTexture( ms_pDevice, x, y, 10, 0, D3DFMT_A1R5G5B5,
D3DPOOL_DEFAULT, &m_pTexture ) );
return true;
}
bool Load( const char* szFileName, UINT width = 0, UINT height = 0 );
bool Save( const char* szFilename );
bool Convert( const D3DFORMAT targetFormat );
bool ReadDDSheader( const char* szFileName, DDS_HEADER* pHeader );
bool LoadAllMipSurfaces(LPDIRECT3DBASETEXTURE8 ptex,long numMips, FILE *fp);
bool IsEmpty()
{
return (NULL == m_pTexture);
}
void Flush()
{
SAFE_RELEASE( m_pTexture );
}
D3DFORMAT GetTextureFormat()
{
if( NULL == m_pTexture )
{
return D3DFMT_UNKNOWN;
}
D3DSURFACE_DESC sd;
m_pTexture->GetLevelDesc( 0, &sd );
return sd.Format;
}
operator IDirect3DTexture8* ()
{
return m_pTexture;
}
static bool _Init( IDirect3DDevice8* pDevice, const char* szPath, long level = 0, long lMaxCacheCount = 20 );
static void _Close();
static long _GetDetailLevel()
{
return ms_lDetailLevel;
}
static IDirect3DTexture8* _GetD3DTextureInterface( long lWidth, long lHeight, long lMipCount, D3DFORMAT fmt );
static void _ReleaseD3DTextureInterface( IDirect3DTexture8* pTexture );
char m_strName[256];
protected:
IDirect3DTexture8* m_pTexture;
static IDirect3DDevice8* ms_pDevice;
//static char* ms_szDataPath;
static SimpleString ms_strDataPath;
static long ms_lDetailLevel;
// ij<><C4B3> <20><><EFBFBD><EFBFBD>Ʈ. SLL <20≯<EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> header, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> tail <20><><EFBFBD><EFBFBD> <20>Ͼ
static long ms_lMaxCacheCount;
static long ms_lCacheCount;
static Z3DTextureCacheNode* ms_pCacheChainHeader;
};
#endif // !defined(AFX_Z3DTEXTURE_H__DDBD9A61_EC01_11D4_AD2B_0000E8EB4C69__INCLUDED_)