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Use libsquish to decompress DXT textures.
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@@ -39,6 +39,46 @@
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#include <squish.h>
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void image_decompress_squish(Image *p_image) {
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int w = p_image->get_width();
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int h = p_image->get_height();
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Image::Format target_format = Image::FORMAT_RGBA8;
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PoolVector<uint8_t> data;
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int target_size = Image::get_image_data_size(w, h, target_format, p_image->has_mipmaps() ? -1 : 0);
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int mm_count = p_image->get_mipmap_count();
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data.resize(target_size);
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PoolVector<uint8_t>::Read rb = p_image->get_data().read();
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PoolVector<uint8_t>::Write wb = data.write();
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int squish_flags = Image::FORMAT_MAX;
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if (p_image->get_format() == Image::FORMAT_DXT1) {
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squish_flags = squish::kDxt1;
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} else if (p_image->get_format() == Image::FORMAT_DXT3) {
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squish_flags = squish::kDxt3;
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} else if (p_image->get_format() == Image::FORMAT_DXT5) {
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squish_flags = squish::kDxt5;
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} else if (p_image->get_format() == Image::FORMAT_ATI1) {
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squish_flags = squish::kBc4;
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} else if (p_image->get_format() == Image::FORMAT_ATI2) {
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squish_flags = squish::kBc5;
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} else {
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ERR_FAIL_COND(true);
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return;
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}
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int dst_ofs = 0;
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for (int i = 0; i <= mm_count; i++) {
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int src_ofs = 0, mipmap_size = 0, mipmap_w = 0, mipmap_h = 0;
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p_image->get_mipmap_offset_size_and_dimensions(i, src_ofs, mipmap_size, mipmap_w, mipmap_h);
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squish::DecompressImage(&wb[dst_ofs], mipmap_w, mipmap_h, &rb[src_ofs], squish_flags);
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}
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p_image->create(p_image->get_width(), p_image->get_height(), p_image->has_mipmaps(), target_format, data);
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}
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void image_compress_squish(Image *p_image) {
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int w = p_image->get_width();
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@@ -56,7 +96,7 @@ void image_compress_squish(Image *p_image) {
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return; //do not compress, already compressed
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int shift = 0;
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int squish_comp = squish::kColourRangeFit;
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int squish_comp = squish::kColourRangeFit; // TODO: use lossy quality setting to determine the quality
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Image::Format target_format;
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if (p_image->get_format() == Image::FORMAT_LA8) {
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