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package com.crashinvaders.basisu.wrapper;

/** Direct mapping of basist::transcoder_texture_format enum constants. */
public enum BasisuTranscoderTextureFormat implements UniqueIdUtils.UniqueIdValue {

// ETC1-2
    /** Opaque only, returns RGB or alpha data if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified. */
    ETC1_RGB(0),
    /** Opaque+alpha, ETC2_EAC_A8 block followed by a ETC1 block, alpha channel will be opaque for opaque .basis files. */
    ETC2_RGBA(1),
    /** R only (ETC2 EAC R11 unsigned). */
    ETC2_EAC_R11(20),
    /** RG only (ETC2 EAC RG11 unsigned), R=opaque.r, G=alpha - for tangent space normal maps. */
    ETC2_EAC_RG11(21),

// BC1-5, BC7 (desktop, some mobile devices)
    /** Aka DXT1. Opaque only, no punchthrough alpha support yet, transcodes alpha slice if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified. */
    BC1_RGB(2),
    /** aka DXT5. Opaque+alpha, BC4 followed by a BC1 block, alpha channel will be opaque for opaque .basis files. */
    BC3_RGBA(3),
    /** Red only, alpha slice is transcoded to output if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified. */
    BC4_R(4),
    /** XY: Two BC4 blocks, X=R and Y=Alpha, .basis file should have alpha data (if not Y will be all 255's). */
    BC5_RG(5),
    /** RGB or RGBA, mode 5 for ETC1S, modes (1,2,3,5,6,7) for UASTC. */
    BC7_RGBA(6),

// PVRTC1-2 4bpp (mobile, PowerVR devices)
    /** Opaque only, RGB or alpha if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified, nearly lowest quality of any texture format. */
    PVRTC1_4_RGB(8),
    /** Opaque+alpha, most useful for simple opacity maps. If .basis file doesn't have alpha PVRTC1_4_RGB(ll) be used instead. Lowest quality of any supported texture format. */
    PVRTC1_4_RGBA(9),
    /** Opaque-only, almost BC1 quality, much faster to transcode and supports arbitrary texture dimensions (unlike PVRTC1 RGB). */
    PVRTC2_4_RGB(18),
    /** Opaque+alpha, slower to encode than cTFPVRTC2_4_RGB. Premultiplied alpha is highly recommended, otherwise the color channel can leak into the alpha channel on transparent blocks. */
    PVRTC2_4_RGBA(19),

// ASTC (mobile, Intel devices, hopefully all desktop GPU's one day)
    /** Opaque+alpha, ASTC 4x4, alpha channel will be opaque for opaque .basis files. Transcoder uses RGB/RGBA/L/LA modes, void extent, and up to two ([0,47] and [0,255]) endpoint precisions. */
    ASTC_4x4_RGBA(10),

// ATC (mobile, Adreno devices, this is a niche format)
    /** Opaque, RGB or alpha if cDecodeFlagsTranscodeAlphaDataToOpaqueFormats flag is specified. ATI ATC (GL_ATC_RGB_AMD). */
    ATC_RGB(11),
    /** Opaque+alpha, alpha channel will be opaque for opaque .basis files. ATI ATC (GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD). */
    ATC_RGBA(12),

//// FXT1 (desktop, Intel devices, this is a super obscure format)
//    /**
//     * Opaque only, uses exclusively CC_MIXED blocks. Notable for having a 8x4 block size. GL_3DFX_texture_compression_FXT1 is supported on Intel integrated GPU's (such as HD 630).
//     * Punch-through alpha is relatively easy to support, but full alpha is harder. This format is only here for completeness so opaque-only is fine for now.
//     * See the BASISU_USE_ORIGINAL_3DFX_FXT1_ENCODING macro in basisu_transcoder_internal.h.
//     */
//    FXT1_RGB(17),

// Uncompressed (raw pixel) formats
    /** 32bpp RGBA image stored in raster (not block) order in memory, R is first byte, A is last byte. */
    RGBA32(13),
    /** 166pp RGB image stored in raster (not block) order in memory, R at bit position 11 */
    RGB565(14),
    /** 16bpp RGBA image stored in raster (not block) order in memory, R at bit position 12, A at bit position 0 */
    RGBA4444(16),
    ;

    private final int id;

    BasisuTranscoderTextureFormat(int id) {
        this.id = id;
    }

    @Override
    public int getId() {
        return id;
    }

    public boolean isCompressedFormat() {
        return this != RGBA32 && this != RGB565 && this != RGBA4444;
    }
}




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