예제 #1
0
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
void	CResourceManager::_ParseList(sh_list& dest, LPCSTR names)
{
	if (0==names) 		names 	= "$null";

	ZeroMemory			(&dest, sizeof(dest));
	char*	P			= (char*) names;
	svector<char,128>	N;

	while (*P)
	{
		if (*P == ',') {
			// flush
			N.push_back	(0);
			strlwr		(N.begin());

			fix_texture_name( N.begin() );
//. andy			if (strext(N.begin())) *strext(N.begin())=0;
			dest.push_back(N.begin());
			N.clear		();
		} else {
			N.push_back	(*P);
		}
		P++;
	}
	if (N.size())
	{
		// flush
		N.push_back	(0);
		strlwr		(N.begin());

		fix_texture_name( N.begin() );
//. andy		if (strext(N.begin())) *strext(N.begin())=0;
		dest.push_back(N.begin());
	}
}
예제 #2
0
CTexture*	CResourceManager::_FindTexture(LPCSTR Name)
{
	// copypaste from _CreateTexture
	if (0 == xr_strcmp(Name, "null"))	return 0;
	R_ASSERT(Name && Name[0]);
	string_path		filename;
	strcpy_s(filename, Name); //. andy if (strext(Name)) *strext(Name)=0;
	fix_texture_name(filename);

	LPSTR N = LPSTR(filename);
	char *ch = strstr(N, "*");
	if (NULL == ch) // no wildcard?
	{
		map_TextureIt I = m_textures.find(N);
		if (I != m_textures.end())	return	I->second;
	}
	else
	{
		// alpet: test for wildcard matching
		ch[0] = 0; // remove *

		for (map_TextureIt t = m_textures.begin(); t != m_textures.end(); t++)
		if (strstr(t->second->cName.c_str(), N))
			return t->second;
	}

	return NULL;
}
예제 #3
0
u32		CBlender_Compile::i_Sampler		(LPCSTR _name)
{
	//
	string256				name;
	strcpy_s					(name,_name);
//. andy	if (strext(name)) *strext(name)=0;
	fix_texture_name		(name);

	// Find index
	ref_constant C			= ctable.get(name);
	if (!C)					return	u32(-1);
	R_ASSERT				(C->type == RC_sampler);
	u32 stage				= C->samp.index;

	// Create texture
	// while (stage>=passTextures.size())	passTextures.push_back		(NULL);
	return					stage;
}
예제 #4
0
void CBlender_Compile::r_dx10Texture(LPCSTR ResourceName,	LPCSTR texture)
{
	VERIFY(ResourceName);
	if (!texture) return;
	//
	string256				TexName;
	strcpy_s				(TexName,texture);
	fix_texture_name		(TexName);

	// Find index
	ref_constant C			= ctable.get(ResourceName);
	//VERIFY(C);
	if (!C)					return;

	R_ASSERT				(C->type == RC_dx10texture);
	u32 stage				= C->samp.index;

	passTextures.push_back	(mk_pair(stage, ref_texture(DEV->_CreateTexture(TexName))));
}
예제 #5
0
//--------------------------------------------------------------------------------------------------------------
CTexture* CResourceManager::_CreateTexture	(LPCSTR _Name)
{
	// DBG_VerifyTextures	();
	if (0==xr_strcmp(_Name,"null"))	return 0;
	R_ASSERT		(_Name && _Name[0]);
	string_path		Name;
	strcpy_s			(Name,_Name); //. andy if (strext(Name)) *strext(Name)=0;
	fix_texture_name (Name);
	// ***** first pass - search already loaded texture
	LPSTR N			= LPSTR(Name);
	map_TextureIt I = m_textures.find	(N);
	if (I!=m_textures.end())	return	I->second;
	else
	{
		CTexture *	T		=	xr_new<CTexture>();
		T->dwFlags			|=	xr_resource_flagged::RF_REGISTERED;
		m_textures.insert	(mk_pair(T->set_name(Name),T));
		T->Preload			();
		if (Device.b_is_Ready && !bDeferredLoad) T->Load();
		return		T;
	}
}
예제 #6
0
u32 CBlender_Compile::r_dx10Sampler(LPCSTR ResourceName)
{
	//	TEST
	//return ((u32)-1);
	VERIFY(ResourceName);
	string256				name;
	strcpy_s				(name,ResourceName);
	fix_texture_name		(name);

	// Find index
	//ref_constant C			= ctable.get(ResourceName);
	ref_constant C			= ctable.get(name);
	//VERIFY(C);
	if (!C)					return	u32(-1);

	R_ASSERT				(C->type == RC_sampler);
	u32 stage				= C->samp.index;

	//	init defaults here

	//	Use D3DTADDRESS_CLAMP,	D3DTEXF_POINT,			D3DTEXF_NONE,	D3DTEXF_POINT 
	if (0==xr_strcmp(ResourceName,"smp_nofilter"))
	{
		i_dx10Address( stage, D3DTADDRESS_CLAMP);
		i_dx10Filter(stage, D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_POINT);
	}

	//	Use D3DTADDRESS_CLAMP,	D3DTEXF_LINEAR,			D3DTEXF_NONE,	D3DTEXF_LINEAR 
	if (0==xr_strcmp(ResourceName,"smp_rtlinear"))
	{
		i_dx10Address( stage, D3DTADDRESS_CLAMP);
		i_dx10Filter(stage, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR);
	}

	//	Use	D3DTADDRESS_WRAP,	D3DTEXF_LINEAR,			D3DTEXF_LINEAR,	D3DTEXF_LINEAR
	if (0==xr_strcmp(ResourceName,"smp_linear"))
	{
		i_dx10Address( stage, D3DTADDRESS_WRAP);
		i_dx10Filter(stage, D3DTEXF_LINEAR, D3DTEXF_LINEAR, D3DTEXF_LINEAR);
	}

	//	Use D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC, 	D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC
	if (0==xr_strcmp(ResourceName,"smp_base"))
	{
		i_dx10Address( stage, D3DTADDRESS_WRAP);
		i_dx10FilterAnizo( stage, TRUE);
		//i_dx10Filter(stage, D3DTEXF_LINEAR, D3DTEXF_LINEAR, D3DTEXF_LINEAR);
	}

	//	Use D3DTADDRESS_CLAMP,	D3DTEXF_LINEAR,			D3DTEXF_NONE,	D3DTEXF_LINEAR
	if (0==xr_strcmp(ResourceName,"smp_material"))
	{
		i_dx10Address( stage, D3DTADDRESS_CLAMP);
		i_dx10Filter(stage, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR);
		RS.SetSAMP(stage,D3DSAMP_ADDRESSW,	D3DTADDRESS_WRAP);
	}

	if (0==xr_strcmp(ResourceName,"smp_smap"))
	{
		i_dx10Address( stage, D3DTADDRESS_CLAMP);
		i_dx10Filter(stage, D3DTEXF_LINEAR, D3DTEXF_NONE, D3DTEXF_LINEAR);
		RS.SetSAMP(stage, XRDX10SAMP_COMPARISONFILTER, TRUE);
		RS.SetSAMP(stage, XRDX10SAMP_COMPARISONFUNC, D3D10_COMPARISON_LESS_EQUAL);
	}

	if (0==xr_strcmp(ResourceName,"smp_jitter"))
	{
		i_dx10Address( stage, D3DTADDRESS_WRAP);
		i_dx10Filter(stage, D3DTEXF_POINT, D3DTEXF_NONE, D3DTEXF_POINT);
	}

	return					stage;
}
예제 #7
0
void	uber_deffer	(CBlender_Compile& C, bool hq, LPCSTR _vspec, LPCSTR _pspec, BOOL _aref, LPCSTR _detail_replace, bool DO_NOT_FINISH)
{
	// Uber-parse
	string256		fname,fnameA,fnameB;
	xr_strcpy			(fname,*C.L_textures[0]);	//. andy if (strext(fname)) *strext(fname)=0;
	fix_texture_name(fname);
	ref_texture		_t;		_t.create			(fname);
	bool			bump	= _t.bump_exist		();

	// detect lmap
	bool			lmap	= true;
	if	(C.L_textures.size()<3)	lmap = false;
	else 
	{
		pcstr		tex		= C.L_textures[2].c_str();
		if (tex[0]=='l' && tex[1]=='m' && tex[2]=='a' && tex[3]=='p')	lmap = true	;
		else															lmap = false;
	}


	string256		ps,vs,dt;
	strconcat		(sizeof(vs),vs,"deffer_", _vspec, lmap?"_lmh":""	);
	strconcat		(sizeof(ps),ps,"deffer_", _pspec, lmap?"_lmh":""	);
	xr_strcpy		(dt,sizeof(dt),_detail_replace?_detail_replace:( C.detail_texture?C.detail_texture:"" ) );

	// detect detail bump
	string256		texDetailBump = {'\0'};
	string256		texDetailBumpX = {'\0'};
	bool			bHasDetailBump = false;
	if (C.bDetail_Bump)
	{
		LPCSTR detail_bump_texture = DEV->m_textures_description.GetBumpName(dt).c_str();
		//	Detect and use detail bump
		if ( detail_bump_texture )
		{
			bHasDetailBump = true;
			xr_strcpy		( texDetailBump, sizeof(texDetailBump), detail_bump_texture);
			xr_strcpy		( texDetailBumpX, sizeof(texDetailBumpX), detail_bump_texture);
			xr_strcat			( texDetailBumpX, "#");
		}
	}

	if	(_aref)		
	{ 
		xr_strcat(ps,"_aref");	
	}

	if	(!bump)		
	{
		fnameA[0] = fnameB[0] = 0;
		xr_strcat			(vs,"_flat");
		xr_strcat			(ps,"_flat");
		if (hq && (C.bDetail_Diffuse || C.bDetail_Bump) )	
		{
			xr_strcat		(vs,"_d");
			xr_strcat		(ps,"_d");
		}
	} 
	else 
	{
		xr_strcpy			(fnameA,_t.bump_get().c_str());
		strconcat		(sizeof(fnameB),fnameB,fnameA,"#");
		xr_strcat			(vs,"_bump");
		if (hq && C.bUseSteepParallax)
		{
			xr_strcat			(ps,"_steep");
		}
		else
		{
			xr_strcat			(ps,"_bump");
		}
		if (hq && (C.bDetail_Diffuse || C.bDetail_Bump) )
		{
			xr_strcat		(vs,"_d"	);
			if (bHasDetailBump)
				xr_strcat		(ps,"_db"	);	//	bump & detail & hq
			else
				xr_strcat		(ps,"_d"	);
		}
	}

	// HQ
	if (bump && hq)
	{
		xr_strcat			(vs,"-hq");
		xr_strcat			(ps,"-hq");
	}

	// Uber-construct
#if defined(USE_DX10) || defined(USE_DX11)
#	ifdef USE_DX11
	if (bump && hq && RImplementation.o.dx11_enable_tessellation && C.TessMethod!=0)
	{
		char hs[256], ds[256];// = "DX11\\tess", ds[256] = "DX11\\tess";
		char params[256] = "(";
		
		if (C.TessMethod == CBlender_Compile::TESS_PN || C.TessMethod == CBlender_Compile::TESS_PN_HM)
		{
			RImplementation.addShaderOption("TESS_PN", "1");
			xr_strcat(params, "TESS_PN,");
		}

		if (C.TessMethod == CBlender_Compile::TESS_HM || C.TessMethod == CBlender_Compile::TESS_PN_HM)
		{
			RImplementation.addShaderOption("TESS_HM", "1");
			xr_strcat(params, "TESS_HM,");
		}

		if (lmap)
		{
			RImplementation.addShaderOption("USE_LM_HEMI", "1");
			xr_strcat(params, "USE_LM_HEMI,");
		}

		if (C.bDetail_Diffuse)
		{
			RImplementation.addShaderOption("USE_TDETAIL", "1");
			xr_strcat(params, "USE_TDETAIL,");
		}

		if (C.bDetail_Bump)
		{
			RImplementation.addShaderOption("USE_TDETAIL_BUMP", "1");
			xr_strcat(params, "USE_TDETAIL_BUMP,");
		}
		
		xr_strcat(params, ")");

		strconcat(sizeof(vs),vs,"deffer_", _vspec, "_bump", params);
		strconcat(sizeof(ps),ps,"deffer_", _pspec, _aref?"_aref":"", "_bump", params);
		strconcat(sizeof(hs),hs,"DX11\\tess", params);
		strconcat(sizeof(ds),ds,"DX11\\tess", params);
	
		VERIFY(strstr(vs, "bump")!=0);
		VERIFY(strstr(ps, "bump")!=0);
		C.r_TessPass	(vs, hs, ds, "null", ps, FALSE);
		RImplementation.clearAllShaderOptions();
		u32 stage = C.r_dx10Sampler("smp_bump_ds");
		if (stage != -1)
		{
			C.i_dx10Address(stage, D3DTADDRESS_WRAP);
			C.i_dx10FilterAnizo(stage, TRUE);
		}
		if (ps_r2_ls_flags_ext.test(R2FLAGEXT_WIREFRAME))
			C.R().SetRS(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
		C.r_dx10Texture		("s_tbump",		fnameA);
		C.r_dx10Texture		("s_tbumpX",		fnameB);	// should be before base bump
		if (bHasDetailBump)
		{
			C.r_dx10Texture	("s_tdetailBumpX",	texDetailBumpX);
		}
	}
	else
#	endif
		C.r_Pass		(vs,ps,	FALSE);
	//C.r_Sampler		("s_base",		C.L_textures[0],	false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	//C.r_Sampler		("s_bumpX",		fnameB,				false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);	// should be before base bump
	//C.r_Sampler		("s_bump",		fnameA,				false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	//C.r_Sampler		("s_bumpD",		dt,					false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	//C.r_Sampler		("s_detail",	dt,					false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	C.r_dx10Texture		("s_base",		C.L_textures[0]);
	C.r_dx10Texture		("s_bumpX",		fnameB);	// should be before base bump
	C.r_dx10Texture		("s_bump",		fnameA);
	C.r_dx10Texture		("s_bumpD",		dt);
	C.r_dx10Texture		("s_detail",	dt);
	if (bHasDetailBump)
	{
		C.r_dx10Texture	("s_detailBump",	texDetailBump);
		C.r_dx10Texture	("s_detailBumpX",	texDetailBumpX);
	}
	C.r_dx10Sampler		("smp_base");
	if (lmap)
	{
		//C.r_Sampler("s_hemi",	C.L_textures[2],	false,	D3DTADDRESS_CLAMP,	D3DTEXF_LINEAR,		D3DTEXF_NONE,	D3DTEXF_LINEAR);
		C.r_dx10Texture	("s_hemi",	C.L_textures[2]);
		C.r_dx10Sampler	("smp_rtlinear");
	}
#else	//	USE_DX10
	C.r_Pass		(vs,ps,	FALSE);
	VERIFY(C.L_textures[0].size());
	if(bump)
	{
		VERIFY2(xr_strlen(fnameB), C.L_textures[0].c_str());
		VERIFY2(xr_strlen(fnameA), C.L_textures[0].c_str());
	}
	if(bHasDetailBump)
	{
		VERIFY2(xr_strlen(texDetailBump), C.L_textures[0].c_str());
		VERIFY2(xr_strlen(texDetailBumpX), C.L_textures[0].c_str());
	}
	C.r_Sampler		("s_base",		C.L_textures[0],	false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	C.r_Sampler		("s_bumpX",		fnameB,				false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);	// should be before base bump
	C.r_Sampler		("s_bump",		fnameA,				false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	C.r_Sampler		("s_bumpD",		dt,					false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	C.r_Sampler		("s_detail",	dt,					false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	if (bHasDetailBump)
	{
		C.r_Sampler		("s_detailBump", texDetailBump,	false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
		C.r_Sampler		("s_detailBumpX",texDetailBumpX,false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	}
	if (lmap)C.r_Sampler("s_hemi",	C.L_textures[2],	false,	D3DTADDRESS_CLAMP,	D3DTEXF_LINEAR,		D3DTEXF_NONE,	D3DTEXF_LINEAR);
#endif	//	USE_DX10

	if (!DO_NOT_FINISH)		C.r_End	();
}
예제 #8
0
void uber_shadow(CBlender_Compile& C, LPCSTR _vspec)
{
	// Uber-parse
	string256		fname,fnameA,fnameB;
	xr_strcpy			(fname,*C.L_textures[0]);	//. andy if (strext(fname)) *strext(fname)=0;
	fix_texture_name(fname);
	ref_texture		_t;		_t.create			(fname);
	bool			bump	= _t.bump_exist		();

	// detect lmap
	bool			lmap	= true;
	if	(C.L_textures.size()<3)	lmap = false;
	else 
	{
		pcstr		tex		= C.L_textures[2].c_str();
		if (tex[0]=='l' && tex[1]=='m' && tex[2]=='a' && tex[3]=='p')	lmap = true	;
		else															lmap = false;
	}


	string256		vs,dt;
	xr_strcpy		(dt,sizeof(dt),C.detail_texture?C.detail_texture:"");

	// detect detail bump
	string256		texDetailBump = {'\0'};
	string256		texDetailBumpX = {'\0'};
	bool			bHasDetailBump = false;
	if (C.bDetail_Bump)
	{
		LPCSTR detail_bump_texture = DEV->m_textures_description.GetBumpName(dt).c_str();
		//	Detect and use detail bump
		if ( detail_bump_texture )
		{
			bHasDetailBump = true;
			xr_strcpy		( texDetailBump, sizeof(texDetailBump), detail_bump_texture);
			xr_strcpy		( texDetailBumpX, sizeof(texDetailBumpX), detail_bump_texture);
			xr_strcat			( texDetailBumpX, "#");
		}
	}


	if	(!bump)		
	{
		fnameA[0] = fnameB[0] = 0;
	} 
	else 
	{
		xr_strcpy			(fnameA,_t.bump_get().c_str());
		strconcat		(sizeof(fnameB),fnameB,fnameA,"#");
	}

	if (bump && RImplementation.o.dx11_enable_tessellation && C.TessMethod!=0)
	{
		char hs[256], ds[256];// = "DX11\\tess", ds[256] = "DX11\\tess";
		char params[256] = "(";
		
		if (C.TessMethod == CBlender_Compile::TESS_PN || C.TessMethod == CBlender_Compile::TESS_PN_HM)
		{
			RImplementation.addShaderOption("TESS_PN", "1");
			xr_strcat(params, "TESS_PN,");
		}

		if (C.TessMethod == CBlender_Compile::TESS_HM || C.TessMethod == CBlender_Compile::TESS_PN_HM)
		{
			RImplementation.addShaderOption("TESS_HM", "1");
			xr_strcat(params, "TESS_HM,");
		}

		if (lmap)
		{
			RImplementation.addShaderOption("USE_LM_HEMI", "1");
			xr_strcat(params, "USE_LM_HEMI,");
		}

		if (C.bDetail_Diffuse)
		{
			RImplementation.addShaderOption("USE_TDETAIL", "1");
			xr_strcat(params, "USE_TDETAIL,");
		}

		if (C.bDetail_Bump)
		{
			RImplementation.addShaderOption("USE_TDETAIL_BUMP", "1");
			xr_strcat(params, "USE_TDETAIL_BUMP,");
		}
		
		xr_strcat(params, ")");

		strconcat(sizeof(vs),vs,"deffer_", _vspec, "_bump", params);
		strconcat(sizeof(hs),hs,"DX11\\tess", params);
		strconcat(sizeof(ds),ds,"DX11\\tess_shadow", params);
	
		C.r_TessPass	(vs, hs, ds, "null", "dumb", FALSE,TRUE,TRUE,FALSE);
		RImplementation.clearAllShaderOptions();
		C.r_dx10Texture		("s_base",		C.L_textures[0]);
		C.r_dx10Texture		("s_bumpX",		fnameB);	// should be before base bump
		C.r_dx10Texture		("s_bump",		fnameA);
		if (bHasDetailBump)
		{
			C.r_dx10Texture	("s_detailBump",	texDetailBump);
			C.r_dx10Texture	("s_detailBumpX",	texDetailBumpX);
		}
		u32 stage = C.r_dx10Sampler("smp_bump_ds");
		if (stage != -1)
		{
			C.i_dx10Address(stage, D3DTADDRESS_WRAP);
			C.i_dx10FilterAnizo(stage, TRUE);
		}
		if (ps_r2_ls_flags_ext.test(R2FLAGEXT_WIREFRAME))
			C.R().SetRS(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
	}
	else
		C.r_Pass	("shadow_direct_base","dumb",	FALSE,TRUE,TRUE,FALSE);
}
예제 #9
0
/*
ID3DTexture2D*	TW_LoadTextureFromTexture
(
 ID3DTexture2D*		t_from,
 D3DFORMAT&				t_dest_fmt,
 int						levels_2_skip,
 u32&					w,
 u32&					h
 )
{
	// Calculate levels & dimensions
	ID3DTexture2D*		t_dest			= NULL;
	D3DSURFACE_DESC			t_from_desc0	;
	R_CHK					(t_from->GetLevelDesc	(0,&t_from_desc0));
	int levels_exist		= t_from->GetLevelCount();
	int top_width			= t_from_desc0.Width;
	int top_height			= t_from_desc0.Height;
	Reduce					(top_width,top_height,levels_exist,levels_2_skip);

	// Create HW-surface
	if (D3DX_DEFAULT==t_dest_fmt)	t_dest_fmt = t_from_desc0.Format;
	R_CHK					(D3DXCreateTexture(
		HW.pDevice,
		top_width,top_height,
		levels_exist,0,t_dest_fmt,
		D3DPOOL_MANAGED,&t_dest
		));

	// Copy surfaces & destroy temporary
	ID3DTexture2D* T_src= t_from;
	ID3DTexture2D* T_dst= t_dest;

	int		L_src			= T_src->GetLevelCount	()-1;
	int		L_dst			= T_dst->GetLevelCount	()-1;
	for (; L_dst>=0; L_src--,L_dst--)
	{
		// Get surfaces
		IDirect3DSurface9		*S_src, *S_dst;
		R_CHK	(T_src->GetSurfaceLevel	(L_src,&S_src));
		R_CHK	(T_dst->GetSurfaceLevel	(L_dst,&S_dst));

		// Copy
		R_CHK	(D3DXLoadSurfaceFromSurface(S_dst,NULL,NULL,S_src,NULL,NULL,D3DX_FILTER_NONE,0));

		// Release surfaces
		_RELEASE				(S_src);
		_RELEASE				(S_dst);
	}

	// OK
	w						= top_width;
	h						= top_height;
	return					t_dest;
}

template	<class _It>
IC	void	TW_Iterate_1OP
(
 ID3DTexture2D*		t_dst,
 ID3DTexture2D*		t_src,
 const _It				pred
 )
{
	DWORD mips							= t_dst->GetLevelCount();
	R_ASSERT							(mips == t_src->GetLevelCount());
	for (DWORD i = 0; i < mips; i++)	{
		D3DLOCKED_RECT				Rsrc,Rdst;
		D3DSURFACE_DESC				desc,descS;

		t_dst->GetLevelDesc			(i, &desc);
		t_src->GetLevelDesc			(i, &descS);
		VERIFY						(desc.Format==descS.Format);
		VERIFY						(desc.Format==D3DFMT_A8R8G8B8);
		t_src->LockRect				(i,&Rsrc,0,0);
		t_dst->LockRect				(i,&Rdst,0,0);
		for (u32 y = 0; y < desc.Height; y++)	{
			for (u32 x = 0; x < desc.Width; x++)	{
				DWORD&	pSrc	= *(((DWORD*)((BYTE*)Rsrc.pBits + (y * Rsrc.Pitch)))+x);
				DWORD&	pDst	= *(((DWORD*)((BYTE*)Rdst.pBits + (y * Rdst.Pitch)))+x);
				pDst			= pred(pDst,pSrc);
			}
		}
		t_dst->UnlockRect			(i);
		t_src->UnlockRect			(i);
	}
}
template	<class _It>
IC	void	TW_Iterate_2OP
(
 ID3DTexture2D*		t_dst,
 ID3DTexture2D*		t_src0,
 ID3DTexture2D*		t_src1,
 const _It				pred
 )
{
	DWORD mips							= t_dst->GetLevelCount();
	R_ASSERT							(mips == t_src0->GetLevelCount());
	R_ASSERT							(mips == t_src1->GetLevelCount());
	for (DWORD i = 0; i < mips; i++)	{
		D3DLOCKED_RECT				Rsrc0,Rsrc1,Rdst;
		D3DSURFACE_DESC				desc,descS0,descS1;

		t_dst->GetLevelDesc			(i, &desc);
		t_src0->GetLevelDesc		(i, &descS0);
		t_src1->GetLevelDesc		(i, &descS1);
		VERIFY						(desc.Format==descS0.Format);
		VERIFY						(desc.Format==descS1.Format);
		VERIFY						(desc.Format==D3DFMT_A8R8G8B8);
		t_src0->LockRect			(i,&Rsrc0,	0,0);
		t_src1->LockRect			(i,&Rsrc1,	0,0);
		t_dst->LockRect				(i,&Rdst,	0,0);
		for (u32 y = 0; y < desc.Height; y++)	{
			for (u32 x = 0; x < desc.Width; x++)	{
				DWORD&	pSrc0	= *(((DWORD*)((BYTE*)Rsrc0.pBits + (y * Rsrc0.Pitch)))+x);
				DWORD&	pSrc1	= *(((DWORD*)((BYTE*)Rsrc1.pBits + (y * Rsrc1.Pitch)))+x);
				DWORD&	pDst	= *(((DWORD*)((BYTE*)Rdst.pBits  + (y * Rdst.Pitch)))+x);
				pDst			= pred(pDst,pSrc0,pSrc1);
			}
		}
		t_dst->UnlockRect			(i);
		t_src0->UnlockRect			(i);
		t_src1->UnlockRect			(i);
	}
}

IC u32 it_gloss_rev		(u32 d, u32 s)	{	return	color_rgba	(
	color_get_A(s),		// gloss
	color_get_B(d),
	color_get_G(d),
	color_get_R(d)		);
}
IC u32 it_gloss_rev_base(u32 d, u32 s)	{	
	u32		occ		= color_get_A(d)/3;
	u32		def		= 8;
	u32		gloss	= (occ*1+def*3)/4;
	return	color_rgba	(
		gloss,			// gloss
		color_get_B(d),
		color_get_G(d),
		color_get_R(d)
		);
}
IC u32 it_difference	(u32 d, u32 orig, u32 ucomp)	{	return	color_rgba(
	128+(int(color_get_R(orig))-int(color_get_R(ucomp)))*2,		// R-error
	128+(int(color_get_G(orig))-int(color_get_G(ucomp)))*2,		// G-error
	128+(int(color_get_B(orig))-int(color_get_B(ucomp)))*2,		// B-error
	128+(int(color_get_A(orig))-int(color_get_A(ucomp)))*2	);	// A-error	
}
IC u32 it_height_rev	(u32 d, u32 s)	{	return	color_rgba	(
	color_get_A(d),					// diff x
	color_get_B(d),					// diff y
	color_get_G(d),					// diff z
	color_get_R(s)	);				// height
}
IC u32 it_height_rev_base(u32 d, u32 s)	{	return	color_rgba	(
	color_get_A(d),					// diff x
	color_get_B(d),					// diff y
	color_get_G(d),					// diff z
	(color_get_R(s)+color_get_G(s)+color_get_B(s))/3	);	// height
}
*/
ID3DBaseTexture*	CRender::texture_load(LPCSTR fRName, u32& ret_msize, bool bStaging)
{
	//	Moved here just to avoid warning
#ifdef USE_DX11
	D3DX11_IMAGE_INFO			IMG;
#else
	D3DX10_IMAGE_INFO			IMG;
#endif
	ZeroMemory(&IMG, sizeof(IMG));

	//	Staging control
	static bool bAllowStaging = !strstr(Core.Params,"-no_staging");
	bStaging &= bAllowStaging;

	ID3DBaseTexture*		pTexture2D		= NULL;
	//IDirect3DCubeTexture9*	pTextureCUBE	= NULL;
	string_path				fn;
	//u32						dwWidth,dwHeight;
	u32						img_size		= 0;
	int						img_loaded_lod	= 0;
	//D3DFORMAT				fmt;
	u32						mip_cnt=u32(-1);
	// validation
	R_ASSERT				(fRName);
	R_ASSERT				(fRName[0]);

	// make file name
	string_path				fname;
	xr_strcpy(fname,fRName); //. andy if (strext(fname)) *strext(fname)=0;
	fix_texture_name		(fname);
	IReader* S				= NULL;
	if (!FS.exist(fn,"$game_textures$",	fname,	".dds")	&& strstr(fname,"_bump"))	goto _BUMP_from_base;
	if (FS.exist(fn,"$level$",			fname,	".dds"))							goto _DDS;
	if (FS.exist(fn,"$game_saves$",		fname,	".dds"))							goto _DDS;
	if (FS.exist(fn,"$game_textures$",	fname,	".dds"))							goto _DDS;


#ifdef _EDITOR
	ELog.Msg(mtError,"Can't find texture '%s'",fname);
	return 0;
#else

	Msg("! Can't find texture '%s'",fname);
	R_ASSERT(FS.exist(fn,"$game_textures$",	"ed\\ed_not_existing_texture",".dds"));
	goto _DDS;

	//	Debug.fatal(DEBUG_INFO,"Can't find texture '%s'",fname);

#endif

_DDS:
	{
		// Load and get header

		S						= FS.r_open	(fn);
#ifdef DEBUG
		Msg						("* Loaded: %s[%d]",fn,S->length());
#endif // DEBUG
		img_size				= S->length	();
		R_ASSERT				(S);
		//R_CHK2					(D3DXGetImageInfoFromFileInMemory	(S->pointer(),S->length(),&IMG), fn);
#ifdef USE_DX11
		R_CHK2 (D3DX11GetImageInfoFromMemory(S->pointer(),S->length(), 0, &IMG, 0), fn);
#else
		R_CHK2 (D3DX10GetImageInfoFromMemory(S->pointer(),S->length(), 0, &IMG, 0), fn);
#endif
		//if (IMG.ResourceType	== D3DRTYPE_CUBETEXTURE)			goto _DDS_CUBE;
		if (IMG.MiscFlags & D3D_RESOURCE_MISC_TEXTURECUBE)			goto _DDS_CUBE;
		else														goto _DDS_2D;

_DDS_CUBE:
		{
			//R_CHK(D3DXCreateCubeTextureFromFileInMemoryEx(
			//	HW.pDevice,
			//	S->pointer(),S->length(),
			//	D3DX_DEFAULT,
			//	IMG.MipLevels,0,
			//	IMG.Format,
			//	D3DPOOL_MANAGED,
			//	D3DX_DEFAULT,
			//	D3DX_DEFAULT,
			//	0,&IMG,0,
			//	&pTextureCUBE
			//	));

			//	Inited to default by provided default constructor
#ifdef USE_DX11
			D3DX11_IMAGE_LOAD_INFO LoadInfo;
#else
			D3DX10_IMAGE_LOAD_INFO LoadInfo;
#endif
			//LoadInfo.Usage = D3D_USAGE_IMMUTABLE;
			if (bStaging)
			{
				LoadInfo.Usage = D3D_USAGE_STAGING;
				LoadInfo.BindFlags = 0;
				LoadInfo.CpuAccessFlags = D3D_CPU_ACCESS_WRITE;
			}
			else
			{
				LoadInfo.Usage = D3D_USAGE_DEFAULT;
				LoadInfo.BindFlags = D3D_BIND_SHADER_RESOURCE;
			}
			
			LoadInfo.pSrcInfo = &IMG;

#ifdef USE_DX11
			R_CHK(D3DX11CreateTextureFromMemory(
				HW.pDevice,
				S->pointer(),S->length(),
				&LoadInfo,
				0,
				&pTexture2D,
				0
				));
#else
			R_CHK(D3DX10CreateTextureFromMemory(
				HW.pDevice,
				S->pointer(),S->length(),
				&LoadInfo,
				0,
				&pTexture2D,
				0
				));
#endif

			FS.r_close				(S);

			// OK
			mip_cnt					= IMG.MipLevels;
			ret_msize				= calc_texture_size(img_loaded_lod, mip_cnt, img_size);
			return					pTexture2D;
		}
_DDS_2D:
		{
			// Check for LMAP and compress if needed
			strlwr					(fn);


			// Load   SYS-MEM-surface, bound to device restrictions
			//ID3DTexture2D*		T_sysmem;
			//R_CHK2(D3DXCreateTextureFromFileInMemoryEx
			//	(
			//	HW.pDevice,S->pointer(),S->length(),
			//	D3DX_DEFAULT,D3DX_DEFAULT,
			//	IMG.MipLevels,0,
			//	IMG.Format,
			//	D3DPOOL_SYSTEMMEM,
			//	D3DX_DEFAULT,
			//	D3DX_DEFAULT,
			//	0,&IMG,0,
			//	&T_sysmem
			//	), fn);

			img_loaded_lod			= get_texture_load_lod(fn);

			//	Inited to default by provided default constructor
#ifdef USE_DX11
			D3DX11_IMAGE_LOAD_INFO LoadInfo;
#else
			D3DX10_IMAGE_LOAD_INFO LoadInfo;
#endif
			//LoadInfo.FirstMipLevel = img_loaded_lod;
			LoadInfo.Width	= IMG.Width;
			LoadInfo.Height	= IMG.Height;

			if (img_loaded_lod)
			{
				Reduce(LoadInfo.Width, LoadInfo.Height, IMG.MipLevels, img_loaded_lod);
			}

			//LoadInfo.Usage = D3D_USAGE_IMMUTABLE;
			if (bStaging)
			{
				LoadInfo.Usage = D3D_USAGE_STAGING;
				LoadInfo.BindFlags = 0;
				LoadInfo.CpuAccessFlags = D3D_CPU_ACCESS_WRITE;
			}
			else
			{
				LoadInfo.Usage = D3D_USAGE_DEFAULT;
				LoadInfo.BindFlags = D3D_BIND_SHADER_RESOURCE;
			}
			LoadInfo.pSrcInfo = &IMG;

#ifdef USE_DX11
			R_CHK2(D3DX11CreateTextureFromMemory
				(
				HW.pDevice,S->pointer(),S->length(),
				&LoadInfo,
				0,
				&pTexture2D,
				0
				), fn);
#else
			R_CHK2(D3DX10CreateTextureFromMemory
				(
				HW.pDevice,S->pointer(),S->length(),
				&LoadInfo,
				0,
				&pTexture2D,
				0
				), fn);
#endif
			FS.r_close				(S);
			mip_cnt					= IMG.MipLevels;
			// OK
			ret_msize				= calc_texture_size(img_loaded_lod, mip_cnt, img_size);
			return					pTexture2D;
		}
	}

_BUMP_from_base:
	{
		//Msg			("! auto-generated bump map: %s",fname);
		Msg			("! Fallback to default bump map: %s",fname);
		//////////////////
		if (strstr(fname,"_bump#"))			
		{
			R_ASSERT2	(FS.exist(fn,"$game_textures$",	"ed\\ed_dummy_bump#",	".dds"), "ed_dummy_bump#");
			S						= FS.r_open	(fn);
			R_ASSERT2				(S, fn);
			img_size				= S->length	();
			goto		_DDS_2D;
		}
		if (strstr(fname,"_bump"))			
		{
			R_ASSERT2	(FS.exist(fn,"$game_textures$",	"ed\\ed_dummy_bump",	".dds"),"ed_dummy_bump");
			S						= FS.r_open	(fn);

			R_ASSERT2	(S, fn);

			img_size				= S->length	();
			goto		_DDS_2D;
		}
		//////////////////
	}

	return 0;
}
예제 #10
0
파일: Texture.cpp 프로젝트: awdavies/cop
ID3DBaseTexture*	CRender::texture_load(LPCSTR fRName, u32& ret_msize)
{
    ID3DTexture2D*		pTexture2D		= NULL;
    IDirect3DCubeTexture9*	pTextureCUBE	= NULL;
    string_path				fn;
    u32						dwWidth,dwHeight;
    u32						img_size		= 0;
    int						img_loaded_lod	= 0;
    D3DFORMAT				fmt;
    u32						mip_cnt=u32(-1);
    // validation
    R_ASSERT				(fRName);
    R_ASSERT				(fRName[0]);

    // make file name
    string_path				fname;
    xr_strcpy(fname,fRName); //. andy if (strext(fname)) *strext(fname)=0;
    fix_texture_name		(fname);
    IReader* S				= NULL;
    //if (FS.exist(fn,"$game_textures$",fname,	".dds")	&& strstr(fname,"_bump"))	goto _BUMP;
    if (!FS.exist(fn,"$game_textures$",	fname,	".dds")	&& strstr(fname,"_bump"))	goto _BUMP_from_base;
    if (FS.exist(fn,"$level$",			fname,	".dds"))							goto _DDS;
    if (FS.exist(fn,"$game_saves$",		fname,	".dds"))							goto _DDS;
    if (FS.exist(fn,"$game_textures$",	fname,	".dds"))							goto _DDS;


#ifdef _EDITOR
    ELog.Msg(mtError,"Can't find texture '%s'",fname);
    return 0;
#else

    Msg("! Can't find texture '%s'",fname);
    R_ASSERT(FS.exist(fn,"$game_textures$",	"ed\\ed_not_existing_texture",".dds"));
    goto _DDS;

//	Debug.fatal(DEBUG_INFO,"Can't find texture '%s'",fname);

#endif

_DDS:
    {
        // Load and get header
        D3DXIMAGE_INFO			IMG;
        S						= FS.r_open	(fn);
#ifdef DEBUG
        Msg						("* Loaded: %s[%d]b",fn,S->length());
#endif // DEBUG
        img_size				= S->length	();
        R_ASSERT				(S);
        HRESULT const result	= D3DXGetImageInfoFromFileInMemory	(S->pointer(),S->length(),&IMG);
        if ( FAILED(result) ) {
            Msg					("! Can't get image info for texture '%s'",fn);
            FS.r_close			(S);
            string_path			temp;
            R_ASSERT			( FS.exist( temp, "$game_textures$", "ed\\ed_not_existing_texture", ".dds" ) );
            R_ASSERT			( xr_strcmp(temp,fn) );
            xr_strcpy			( fn, temp );
            goto _DDS;
        }

        if (IMG.ResourceType	== D3DRTYPE_CUBETEXTURE)			goto _DDS_CUBE;
        else														goto _DDS_2D;

_DDS_CUBE:
        {
            HRESULT const result	=
                D3DXCreateCubeTextureFromFileInMemoryEx(
                    HW.pDevice,
                    S->pointer(),S->length(),
                    D3DX_DEFAULT,
                    IMG.MipLevels,0,
                    IMG.Format,
                    D3DPOOL_MANAGED,
                    D3DX_DEFAULT,
                    D3DX_DEFAULT,
                    0,&IMG,0,
                    &pTextureCUBE
                );
            FS.r_close				(S);

            if ( FAILED(result) ) {
                Msg					("! Can't load texture '%s'",fn);
                string_path			temp;
                R_ASSERT			( FS.exist( temp, "$game_textures$", "ed\\ed_not_existing_texture", ".dds" ) );
                R_ASSERT			( xr_strcmp(temp,fn) );
                xr_strcpy			( fn, temp );
                goto _DDS;
            }

            // OK
            dwWidth					= IMG.Width;
            dwHeight				= IMG.Height;
            fmt						= IMG.Format;
            ret_msize				= calc_texture_size(img_loaded_lod, mip_cnt, img_size);
            mip_cnt					= pTextureCUBE->GetLevelCount();
            return					pTextureCUBE;
        }
_DDS_2D:
        {
            strlwr					(fn);
            // Load   SYS-MEM-surface, bound to device restrictions
            ID3DTexture2D*		T_sysmem;
            HRESULT const result	=
                D3DXCreateTextureFromFileInMemoryEx(
                    HW.pDevice,S->pointer(),S->length(),
                    D3DX_DEFAULT,D3DX_DEFAULT,
                    IMG.MipLevels,0,
                    IMG.Format,
                    D3DPOOL_SYSTEMMEM,
                    D3DX_DEFAULT,
                    D3DX_DEFAULT,
                    0,&IMG,0,
                    &T_sysmem
                );
            FS.r_close				(S);

            if ( FAILED(result) ) {
                Msg					("! Can't load texture '%s'",fn);
                string_path			temp;
                R_ASSERT			( FS.exist( temp, "$game_textures$", "ed\\ed_not_existing_texture", ".dds" ) );
                strlwr				(temp);
                R_ASSERT			( xr_strcmp(temp,fn) );
                xr_strcpy			( fn, temp );
                goto _DDS;
            }

            img_loaded_lod			= get_texture_load_lod(fn);
            pTexture2D				= TW_LoadTextureFromTexture(T_sysmem,IMG.Format, img_loaded_lod, dwWidth, dwHeight);
            mip_cnt					= pTexture2D->GetLevelCount();
            _RELEASE				(T_sysmem);

            // OK
            fmt						= IMG.Format;
            ret_msize				= calc_texture_size(img_loaded_lod, mip_cnt, img_size);
            return					pTexture2D;
        }
    }
    /*
    _BUMP:
    {
    	// Load   SYS-MEM-surface, bound to device restrictions
    	D3DXIMAGE_INFO			IMG;
    	IReader* S				= FS.r_open	(fn);
    	msize					= S->length	();
    	ID3DTexture2D*		T_height_gloss;
    	R_CHK(D3DXCreateTextureFromFileInMemoryEx(
    		HW.pDevice,	S->pointer(),S->length(),
    		D3DX_DEFAULT,D3DX_DEFAULT,	D3DX_DEFAULT,0,D3DFMT_A8R8G8B8,
    		D3DPOOL_SYSTEMMEM,			D3DX_DEFAULT,D3DX_DEFAULT,
    		0,&IMG,0,&T_height_gloss	));
    	FS.r_close				(S);
    	//TW_Save						(T_height_gloss,fname,"debug-0","original");

    	// Create HW-surface, compute normal map
    	ID3DTexture2D*	T_normal_1	= 0;
    	R_CHK(D3DXCreateTexture		(HW.pDevice,IMG.Width,IMG.Height,D3DX_DEFAULT,0,D3DFMT_A8R8G8B8,D3DPOOL_SYSTEMMEM,&T_normal_1));
    	R_CHK(D3DXComputeNormalMap	(T_normal_1,T_height_gloss,0,0,D3DX_CHANNEL_RED,_BUMPHEIGH));
    	//TW_Save						(T_normal_1,fname,"debug-1","normal");

    	// Transfer gloss-map
    	TW_Iterate_1OP				(T_normal_1,T_height_gloss,it_gloss_rev);
    	//TW_Save						(T_normal_1,fname,"debug-2","normal-G");

    	// Compress
    	fmt								= D3DFMT_DXT5;
    	ID3DTexture2D*	T_normal_1C	= TW_LoadTextureFromTexture(T_normal_1,fmt,psTextureLOD,dwWidth,dwHeight);
    	//TW_Save						(T_normal_1C,fname,"debug-3","normal-G-C");

    #if RENDER==R_R2
    	// Decompress (back)
    	fmt								= D3DFMT_A8R8G8B8;
    	ID3DTexture2D*	T_normal_1U	= TW_LoadTextureFromTexture(T_normal_1C,fmt,0,dwWidth,dwHeight);
    	// TW_Save						(T_normal_1U,fname,"debug-4","normal-G-CU");

    	// Calculate difference
    	ID3DTexture2D*	T_normal_1D = 0;
    	R_CHK(D3DXCreateTexture(HW.pDevice,dwWidth,dwHeight,T_normal_1U->GetLevelCount(),0,D3DFMT_A8R8G8B8,D3DPOOL_SYSTEMMEM,&T_normal_1D));
    	TW_Iterate_2OP				(T_normal_1D,T_normal_1,T_normal_1U,it_difference);
    	// TW_Save						(T_normal_1D,fname,"debug-5","normal-G-diff");

    	// Reverse channels back + transfer heightmap
    	TW_Iterate_1OP				(T_normal_1D,T_height_gloss,it_height_rev);
    	// TW_Save						(T_normal_1D,fname,"debug-6","normal-G-diff-H");

    	// Compress
    	fmt								= D3DFMT_DXT5;
    	ID3DTexture2D*	T_normal_2C	= TW_LoadTextureFromTexture(T_normal_1D,fmt,0,dwWidth,dwHeight);
    	// TW_Save						(T_normal_2C,fname,"debug-7","normal-G-diff-H-C");
    	_RELEASE					(T_normal_1U	);
    	_RELEASE					(T_normal_1D	);

    	//
    	string256			fnameB;
    	strconcat			(fnameB,"$user$",fname,"X");
    	ref_texture			t_temp		= dxRenderDeviceRender::Instance().Resources->_CreateTexture	(fnameB);
    	t_temp->surface_set	(T_normal_2C	);
    	_RELEASE			(T_normal_2C	);	// texture should keep reference to it by itself
    #endif

    	// release and return
    	// T_normal_1C	- normal.gloss,		reversed
    	// T_normal_2C	- 2*error.height,	non-reversed
    	_RELEASE			(T_height_gloss	);
    	_RELEASE			(T_normal_1		);
    	return				T_normal_1C;
    }
    */
_BUMP_from_base:
    {
        Msg			("! auto-generated bump map: %s",fname);
//////////////////
#ifndef _EDITOR
        if (strstr(fname,"_bump#"))
        {
            R_ASSERT2	(FS.exist(fn,"$game_textures$",	"ed\\ed_dummy_bump#",	".dds"), "ed_dummy_bump#");
            S						= FS.r_open	(fn);
            R_ASSERT2				(S, fn);
            img_size				= S->length	();
            goto		_DDS_2D;
        }
        if (strstr(fname,"_bump"))
        {
            R_ASSERT2	(FS.exist(fn,"$game_textures$",	"ed\\ed_dummy_bump",	".dds"),"ed_dummy_bump");
            S						= FS.r_open	(fn);

            R_ASSERT2	(S, fn);

            img_size				= S->length	();
            goto		_DDS_2D;
        }
#endif
//////////////////

        *strstr		(fname,"_bump")	= 0;
        R_ASSERT2	(FS.exist(fn,"$game_textures$",	fname,	".dds"),fname);

        // Load   SYS-MEM-surface, bound to device restrictions
        D3DXIMAGE_INFO			IMG;
        S						= FS.r_open	(fn);
        img_size				= S->length	();
        ID3DTexture2D*		T_base;
        R_CHK2(D3DXCreateTextureFromFileInMemoryEx(
                   HW.pDevice,	S->pointer(),S->length(),
                   D3DX_DEFAULT,D3DX_DEFAULT,	D3DX_DEFAULT,0,D3DFMT_A8R8G8B8,
                   D3DPOOL_SYSTEMMEM,			D3DX_DEFAULT,D3DX_DEFAULT,
                   0,&IMG,0,&T_base	), fn);
        FS.r_close				(S);

        // Create HW-surface
        ID3DTexture2D*	T_normal_1	= 0;
        R_CHK(D3DXCreateTexture		(HW.pDevice,IMG.Width,IMG.Height,D3DX_DEFAULT,0,D3DFMT_A8R8G8B8,D3DPOOL_SYSTEMMEM, &T_normal_1));
        R_CHK(D3DXComputeNormalMap	(T_normal_1,T_base,0,D3DX_NORMALMAP_COMPUTE_OCCLUSION,D3DX_CHANNEL_LUMINANCE,_BUMPHEIGH));

        // Transfer gloss-map
        TW_Iterate_1OP				(T_normal_1,T_base,it_gloss_rev_base);

        // Compress
        fmt								= D3DFMT_DXT5;
        img_loaded_lod					= get_texture_load_lod(fn);
        ID3DTexture2D*	T_normal_1C	= TW_LoadTextureFromTexture(T_normal_1, fmt, img_loaded_lod, dwWidth, dwHeight);
        mip_cnt							= T_normal_1C->GetLevelCount();

#if RENDER==R_R2
        // Decompress (back)
        fmt								= D3DFMT_A8R8G8B8;
        ID3DTexture2D*	T_normal_1U	= TW_LoadTextureFromTexture(T_normal_1C,fmt,0,dwWidth,dwHeight);

        // Calculate difference
        ID3DTexture2D*	T_normal_1D = 0;
        R_CHK(D3DXCreateTexture(HW.pDevice,dwWidth,dwHeight,T_normal_1U->GetLevelCount(),0,D3DFMT_A8R8G8B8,D3DPOOL_SYSTEMMEM,&T_normal_1D));
        TW_Iterate_2OP		(T_normal_1D,T_normal_1,T_normal_1U,it_difference);

        // Reverse channels back + transfer heightmap
        TW_Iterate_1OP		(T_normal_1D,T_base,it_height_rev_base);

        // Compress
        fmt								= D3DFMT_DXT5;
        ID3DTexture2D*	T_normal_2C	= TW_LoadTextureFromTexture(T_normal_1D,fmt,0,dwWidth,dwHeight);
        _RELEASE						(T_normal_1U	);
        _RELEASE						(T_normal_1D	);

        //
        string256			fnameB;
        strconcat			(sizeof(fnameB),fnameB,"$user$",fname,"_bumpX");
        ref_texture			t_temp			= dxRenderDeviceRender::Instance().Resources->_CreateTexture	(fnameB);
        t_temp->surface_set	(T_normal_2C	);
        _RELEASE			(T_normal_2C	);	// texture should keep reference to it by itself
#endif
        // T_normal_1C	- normal.gloss,		reversed
        // T_normal_2C	- 2*error.height,	non-reversed
        _RELEASE			(T_base);
        _RELEASE			(T_normal_1);
        ret_msize			= calc_texture_size(img_loaded_lod, mip_cnt, img_size);
        return				T_normal_1C;
    }
}