Support the 'UnityFS' asset bundle type and a lot of change

This commit is contained in:
Perfare
2016-08-02 23:11:14 +08:00
parent cb7601405c
commit 20e8d89f1a
38 changed files with 5320 additions and 10108 deletions

View File

@ -86,13 +86,19 @@ namespace Unity_Studio
m_3D = m_Legacy3D;
m_Source = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
//m_Source = Path.GetFileName(m_Source);
m_Source = Path.Combine(Path.GetDirectoryName(sourceFile.filePath), m_Source.Replace("archive:/",""));
if (m_Source.Contains("archive:/"))//resS文件在bundle里
{
m_Source = m_Source.Replace("archive:/", "").Replace(preloadData.sourceFile.fileName + "/", "");
}
else
{
m_Source = Path.Combine(Path.GetDirectoryName(sourceFile.filePath), m_Source.Replace("archive:/", ""));
}
m_Offset = a_Stream.ReadInt64();
m_Size = a_Stream.ReadInt64();
m_CompressionFormat = a_Stream.ReadInt32();
}
if (readSwitch)
{
m_AudioData = new byte[m_Size];
@ -103,11 +109,18 @@ namespace Unity_Studio
}
else if (File.Exists(m_Source))
{
using (BinaryReader reader = new BinaryReader(File.OpenRead(m_Source)))
BinaryReader reader = new BinaryReader(File.OpenRead(m_Source));
reader.BaseStream.Position = m_Offset;
reader.Read(m_AudioData, 0, (int)m_Size);
reader.Close();
}
else
{
EndianStream estream = null;
if (UnityStudioForm.assetsfileandstream.TryGetValue(m_Source, out estream))
{
reader.BaseStream.Position = m_Offset;
reader.Read(m_AudioData, 0, (int)m_Size);
reader.Close();
estream.Position = m_Offset;
m_AudioData = estream.ReadBytes((int)m_Size);
}
}
}

View File

@ -399,7 +399,7 @@ namespace Unity_Studio
int m_Shapes_size = a_Stream.ReadInt32();
if (m_Shapes_size > 0)
{
bool stop = true;
//bool stop = true;
}
for (int s = 0; s < m_Shapes_size; s++) //untested
{
@ -417,7 +417,7 @@ namespace Unity_Studio
int m_ShapeVertices_size = a_Stream.ReadInt32();
if (m_ShapeVertices_size > 0)
{
bool stop = true;
//bool stop = true;
}
a_Stream.Position += m_ShapeVertices_size * 40; //vertex positions, normals, tangents & uint index

View File

@ -26,10 +26,11 @@ namespace Unity_Studio
public int m_ColorSpace;
public byte[] image_data;
//DDS Start
public byte[] dwMagic = { 0x44, 0x44, 0x53, 0x20, 0x7c };
public int dwFlags = 0x1 + 0x2 + 0x4 + 0x1000;
//public int dwHeight;
//public int dwWidth;
//public int dwHeight; m_Height
//public int dwWidth; m_Width
public int dwPitchOrLinearSize = 0x0;
public int dwMipMapCount = 0x1;
public int dwSize = 0x20;
@ -42,20 +43,45 @@ namespace Unity_Studio
public int dwABitMask;
public int dwCaps = 0x1000;
public int dwCaps2 = 0x0;
//DDS End
//PVR Start
public int pvrVersion = 0x03525650;
public int pvrFlags = 0x0;
public long pvrPixelFormat;
public int pvrColourSpace = 0x0;
public int pvrChannelType = 0x0;
//public int pvrHeight;
//public int pvrWidth;
//public int pvrHeight; m_Height
//public int pvrWidth; m_Width
public int pvrDepth = 0x1;
public int pvrNumSurfaces = 0x1; //For texture arrays
public int pvrNumFaces = 0x1; //For cube maps
//public int pvrMIPMapCount;
//public int pvrMIPMapCount; dwMipMapCount
public int pvrMetaDataSize = 0x0;
//PVR End
//KTX Start
public int glType = 0;
public int glTypeSize = 1;
public int glFormat = 0;
public int glInternalFormat;
public int glBaseInternalFormat;
//public int pixelWidth; m_Width
//public int pixelHeight; m_Height
public int pixelDepth = 0;
public int numberOfArrayElements = 0;
public int numberOfFaces = 1;
public int numberOfMipmapLevels = 1;
public int bytesOfKeyValueData = 0;
//KTX End
//ASTC Start
public byte[] astc_magicnum = { 0x13, 0xab, 0xa1, 0x5c };
public byte astc_x;
public byte astc_y;
public byte astc_z = 1;
public byte[] astc_width = new byte[3];
public byte[] astc_height = new byte[3];
public byte[] astc_length = new byte[3] { 1, 0, 0 };//I don't know what this is.
//ASTC END
//Texture data
public int image_data_size;
public Texture2D(AssetPreloadData preloadData, bool readSwitch)
@ -76,7 +102,7 @@ namespace Unity_Studio
m_Height = a_Stream.ReadInt32();
m_CompleteImageSize = a_Stream.ReadInt32();
m_TextureFormat = a_Stream.ReadInt32();
if (sourceFile.version[0] < 5 || (sourceFile.version[0] == 5 && sourceFile.version[1] < 2))
{ m_MipMap = a_Stream.ReadBoolean(); }
else
@ -115,23 +141,37 @@ namespace Unity_Studio
if (readSwitch)
{
image_data = new byte[image_data_size];
a_Stream.Read(image_data, 0, image_data_size);
switch (m_TextureFormat)
switch ((TextureFormat)m_TextureFormat)
{
case 1: //Alpha8
case TextureFormat.Alpha8: //test pass
{
dwFlags2 = 0x2;
/*dwFlags2 = 0x2;
dwRGBBitCount = 0x8;
dwRBitMask = 0x0;
dwGBitMask = 0x0;
dwBBitMask = 0x0;
dwABitMask = 0x0; *///透明通道丢失?
//转ARGB32
var bytes = Enumerable.Repeat<byte>(0xFF, image_data_size * 4).ToArray();
for (int i = 0; i < image_data_size; i++)
{
bytes[i * 4] = image_data[i];
}
image_data = bytes;
image_data_size = image_data_size * 4;
bytes = null;
dwFlags2 = 0x41;
dwRGBBitCount = 0x20;
dwRBitMask = 0xFF00;
dwGBitMask = 0xFF0000;
dwBBitMask = -16777216;
dwABitMask = 0xFF;
break;
}
case 2: //A4R4G4B4
case TextureFormat.ARGB4444: //test pass
{
if (sourceFile.platform == 11) //swap bytes for Xbox confirmed, PS3 not encountered
{
@ -142,15 +182,6 @@ namespace Unity_Studio
image_data[i * 2 + 1] = b0;
}
}
else if (sourceFile.platform == 13) //swap bits for android
{
for (int i = 0; i < (image_data_size / 2); i++)
{
byte[] argb = BitConverter.GetBytes((BitConverter.ToInt32((new byte[4] { image_data[i * 2], image_data[i * 2 + 1], image_data[i * 2], image_data[i * 2 + 1] }), 0)) >> 4);
image_data[i * 2] = argb[0];
image_data[i * 2 + 1] = argb[1];
}
}
dwFlags2 = 0x41;
dwRGBBitCount = 0x10;
@ -160,67 +191,37 @@ namespace Unity_Studio
dwABitMask = 0xF000;
break;
}
case 3: //B8G8R8 //confirmed on X360, iOS //PS3 unsure
case TextureFormat.RGB24: //test pass
{
for (int i = 0; i < (image_data_size / 3); i++)
{
byte b0 = image_data[i * 3];
image_data[i * 3] = image_data[i * 3 + 2];
//image_data[i * 3 + 1] stays the same
image_data[i * 3 + 2] = b0;
}
dwFlags2 = 0x40;
dwRGBBitCount = 0x18;
dwRBitMask = 0xFF0000;
dwRBitMask = 0xFF;
dwGBitMask = 0xFF00;
dwBBitMask = 0xFF;
dwBBitMask = 0xFF0000;
dwABitMask = 0x0;
break;
}
case 4: //G8R8A8B8 //confirmed on X360, iOS
case TextureFormat.RGBA32: //test pass
{
for (int i = 0; i < (image_data_size / 4); i++)
{
byte b0 = image_data[i * 4];
image_data[i * 4] = image_data[i * 4 + 2];
//image_data[i * 4 + 1] stays the same
image_data[i * 4 + 2] = b0;
//image_data[i * 4 + 3] stays the same
}
dwFlags2 = 0x41;
dwRGBBitCount = 0x20;
dwRBitMask = 0xFF0000;
dwRBitMask = 0xFF;
dwGBitMask = 0xFF00;
dwBBitMask = 0xFF;
dwBBitMask = 0xFF0000;
dwABitMask = -16777216;
break;
}
case 5: //B8G8R8A8 //confirmed on X360, PS3, Web, iOS
case TextureFormat.ARGB32://test pass
{
for (int i = 0; i < (image_data_size / 4); i++)
{
byte b0 = image_data[i * 4];
byte b1 = image_data[i * 4 + 1];
image_data[i * 4] = image_data[i * 4 + 3];
image_data[i * 4 + 1] = image_data[i * 4 + 2];
image_data[i * 4 + 2] = b1;
image_data[i * 4 + 3] = b0;
}
dwFlags2 = 0x41;
dwRGBBitCount = 0x20;
dwRBitMask = 0xFF0000;
dwGBitMask = 0xFF00;
dwBBitMask = 0xFF;
dwABitMask = -16777216;
dwRBitMask = 0xFF00;
dwGBitMask = 0xFF0000;
dwBBitMask = -16777216;
dwABitMask = 0xFF;
break;
}
case 7: //R5G6B5 //confirmed switched on X360; confirmed on iOS
case TextureFormat.RGB565: //test pass
{
if (sourceFile.platform == 11)
{
@ -240,7 +241,9 @@ namespace Unity_Studio
dwABitMask = 0x0;
break;
}
case 10: //DXT1
case TextureFormat.R16:
break;
case TextureFormat.DXT1: //DXT1
{
if (sourceFile.platform == 11) //X360 only, PS3 not
{
@ -262,7 +265,7 @@ namespace Unity_Studio
dwABitMask = 0x0;
break;
}
case 12: //DXT5
case TextureFormat.DXT5: //DXT5
{
if (sourceFile.platform == 11) //X360, PS3 not
{
@ -284,51 +287,182 @@ namespace Unity_Studio
dwABitMask = 0x0;
break;
}
case 13: //R4G4B4A4, iOS (only?)
case TextureFormat.RGBA4444: //test pass
{
for (int i = 0; i < (image_data_size / 2); i++)
{
byte[] argb = BitConverter.GetBytes((BitConverter.ToInt32((new byte[4] { image_data[i * 2], image_data[i * 2 + 1], image_data[i * 2], image_data[i * 2 + 1] }), 0)) >> 4);
image_data[i * 2] = argb[0];
image_data[i * 2 + 1] = argb[1];
}
dwFlags2 = 0x41;
dwRGBBitCount = 0x10;
dwRBitMask = 0xF00;
dwGBitMask = 0xF0;
dwBBitMask = 0xF;
dwABitMask = 0xF000;
dwRBitMask = 0xF000;
dwGBitMask = 0xF00;
dwBBitMask = 0xF0;
dwABitMask = 0xF;
break;
}
case 28: //DXT1 Crunched
case 29: //DXT1 Crunched
case TextureFormat.BGRA32: //test pass
{
dwFlags2 = 0x41;
dwRGBBitCount = 0x20;
dwRBitMask = 0xFF0000;
dwGBitMask = 0xFF00;
dwBBitMask = 0xFF;
dwABitMask = -16777216;
break;
}
case TextureFormat.RHalf:
case TextureFormat.RGHalf:
case TextureFormat.RGBAHalf:
case TextureFormat.RFloat:
case TextureFormat.RGFloat:
case TextureFormat.RGBAFloat:
break;
case 30: //PVRTC_RGB2
case TextureFormat.YUY2:
{
pvrPixelFormat = 0x11;
break;
}
case TextureFormat.DXT1Crunched: //DXT1 Crunched
case TextureFormat.DXT5Crunched: //DXT1 Crunched
break;
case TextureFormat.PVRTC_RGB2: //test pass
{
pvrPixelFormat = 0x0;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case 31: //PVRTC_RGBA2
case TextureFormat.PVRTC_RGBA2: //test pass
{
pvrPixelFormat = 0x1;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case 32: //PVRTC_RGB4
case TextureFormat.PVRTC_RGB4: //test pass
{
pvrPixelFormat = 0x2;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case 33: //PVRTC_RGBA4
case TextureFormat.PVRTC_RGBA4: //test pass
{
pvrPixelFormat = 0x3;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case 34: //ETC_RGB4
case TextureFormat.ETC_RGB4: //test pass
{
pvrPixelFormat = 0x16;
glInternalFormat = KTXHeader.GL_ETC1_RGB8_OES;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case TextureFormat.ATC_RGB4: //can use QCompress to convert
{
glInternalFormat = KTXHeader.GL_ATC_RGB_AMD;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case TextureFormat.ATC_RGBA8: //can use QCompress to convert
{
glInternalFormat = KTXHeader.GL_ATC_RGBA_EXPLICIT_ALPHA_AMD;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.EAC_R:
{
pvrPixelFormat = 25;
glInternalFormat = KTXHeader.GL_COMPRESSED_R11_EAC;
glBaseInternalFormat = KTXHeader.GL_RED;
break;
}
case TextureFormat.EAC_R_SIGNED:
{
pvrPixelFormat = 25;
glInternalFormat = KTXHeader.GL_COMPRESSED_SIGNED_R11_EAC;
glBaseInternalFormat = KTXHeader.GL_RED;
break;
}
case TextureFormat.EAC_RG:
{
pvrPixelFormat = 26;
glInternalFormat = KTXHeader.GL_COMPRESSED_RG11_EAC;
glBaseInternalFormat = KTXHeader.GL_RG;
break;
}
case TextureFormat.EAC_RG_SIGNED:
{
pvrPixelFormat = 26;
glInternalFormat = KTXHeader.GL_COMPRESSED_SIGNED_RG11_EAC;
glBaseInternalFormat = KTXHeader.GL_RG;
break;
}
case TextureFormat.ETC2_RGB: //test pass
{
pvrPixelFormat = 22;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGB8_ETC2;
glBaseInternalFormat = KTXHeader.GL_RGB;
break;
}
case TextureFormat.ETC2_RGBA1: //test pass
{
pvrPixelFormat = 24;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.ETC2_RGBA8: //test pass
{
pvrPixelFormat = 23;
glInternalFormat = KTXHeader.GL_COMPRESSED_RGBA8_ETC2_EAC;
glBaseInternalFormat = KTXHeader.GL_RGBA;
break;
}
case TextureFormat.ASTC_RGB_4x4: //test pass
case TextureFormat.ASTC_RGBA_4x4: //test pass
{
astc_x = 4;
astc_y = 4;
break;
}
case TextureFormat.ASTC_RGB_5x5: //test pass
case TextureFormat.ASTC_RGBA_5x5: //test pass
{
astc_x = 5;
astc_y = 5;
break;
}
case TextureFormat.ASTC_RGB_6x6: //test pass
case TextureFormat.ASTC_RGBA_6x6: //test pass
{
astc_x = 6;
astc_y = 6;
break;
}
case TextureFormat.ASTC_RGB_8x8: //test pass
case TextureFormat.ASTC_RGBA_8x8: //test pass
{
astc_x = 8;
astc_y = 8;
break;
}
case TextureFormat.ASTC_RGB_10x10: //test pass
case TextureFormat.ASTC_RGBA_10x10: //test pass
{
astc_x = 10;
astc_y = 10;
break;
}
case TextureFormat.ASTC_RGB_12x12: //test pass
case TextureFormat.ASTC_RGBA_12x12: //test pass
{
astc_x = 12;
astc_y = 12;
break;
}
case TextureFormat.ETC_RGB4_3DS:
case TextureFormat.ETC_RGBA8_3DS:
break;
}
}
else
@ -336,25 +470,69 @@ namespace Unity_Studio
preloadData.InfoText = "Width: " + m_Width.ToString() + "\nHeight: " + m_Height.ToString() + "\nFormat: ";
preloadData.exportSize = image_data_size;
switch (m_TextureFormat)
string type = ((TextureFormat)m_TextureFormat).ToString();
preloadData.InfoText += type;
switch ((TextureFormat)m_TextureFormat)
{
case 1: preloadData.InfoText += "Alpha8"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 2: preloadData.InfoText += "ARGB 4.4.4.4"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 3: preloadData.InfoText += "BGR 8.8.8"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 4: preloadData.InfoText += "GRAB 8.8.8.8"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 5: preloadData.InfoText += "BGRA 8.8.8.8"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 7: preloadData.InfoText += "RGB 5.6.5"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 10: preloadData.InfoText += "DXT1"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 12: preloadData.InfoText += "DXT5"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 13: preloadData.InfoText += "RGBA 4.4.4.4"; preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case 28: preloadData.InfoText += "DXT1 Crunched"; preloadData.extension = ".crn"; break;
case 29: preloadData.InfoText += "DXT5 Crunched"; preloadData.extension = ".crn"; break;
case 30: preloadData.InfoText += "PVRTC_RGB2"; preloadData.extension = ".pvr"; preloadData.exportSize += 52; break;
case 31: preloadData.InfoText += "PVRTC_RGBA2"; preloadData.extension = ".pvr"; preloadData.exportSize += 52; break;
case 32: preloadData.InfoText += "PVRTC_RGB4"; preloadData.extension = ".pvr"; preloadData.exportSize += 52; break;
case 33: preloadData.InfoText += "PVRTC_RGBA4"; preloadData.extension = ".pvr"; preloadData.exportSize += 52; break;
case 34: preloadData.InfoText += "ETC_RGB4"; preloadData.extension = ".pvr"; preloadData.exportSize += 52; break;
default: preloadData.InfoText += "unknown"; preloadData.extension = ".tex"; break;
case TextureFormat.Alpha8:
case TextureFormat.ARGB4444:
case TextureFormat.RGB24:
case TextureFormat.RGBA32:
case TextureFormat.ARGB32:
case TextureFormat.RGB565:
case TextureFormat.DXT1:
case TextureFormat.DXT5:
case TextureFormat.RGBA4444:
case TextureFormat.BGRA32:
preloadData.extension = ".dds"; preloadData.exportSize += 128; break;
case TextureFormat.DXT1Crunched:
case TextureFormat.DXT5Crunched:
preloadData.extension = ".crn"; break;
case TextureFormat.YUY2:
case TextureFormat.PVRTC_RGB2:
case TextureFormat.PVRTC_RGBA2:
case TextureFormat.PVRTC_RGB4:
case TextureFormat.PVRTC_RGBA4:
case TextureFormat.ETC_RGB4:
case TextureFormat.ETC2_RGB:
case TextureFormat.ETC2_RGBA1:
case TextureFormat.ETC2_RGBA8:
case TextureFormat.EAC_R:
case TextureFormat.EAC_R_SIGNED:
case TextureFormat.EAC_RG:
case TextureFormat.EAC_RG_SIGNED:
preloadData.extension = ".pvr"; preloadData.exportSize += 52; break;
//case TextureFormat.PVRTC_RGB2:
//case TextureFormat.PVRTC_RGBA2:
//case TextureFormat.PVRTC_RGB4:
//case TextureFormat.PVRTC_RGBA4:
case TextureFormat.ATC_RGB4:
case TextureFormat.ATC_RGBA8:
//case TextureFormat.ETC_RGB4:
//case TextureFormat.ETC2_RGB:
//case TextureFormat.ETC2_RGBA1:
//case TextureFormat.ETC2_RGBA8:
//case TextureFormat.EAC_R:
//case TextureFormat.EAC_R_SIGNED:
//case TextureFormat.EAC_RG:
//case TextureFormat.EAC_RG_SIGNED:
preloadData.extension = ".ktx"; preloadData.exportSize += 68; break;
case TextureFormat.ASTC_RGB_4x4:
case TextureFormat.ASTC_RGB_5x5:
case TextureFormat.ASTC_RGB_6x6:
case TextureFormat.ASTC_RGB_8x8:
case TextureFormat.ASTC_RGB_10x10:
case TextureFormat.ASTC_RGB_12x12:
case TextureFormat.ASTC_RGBA_4x4:
case TextureFormat.ASTC_RGBA_5x5:
case TextureFormat.ASTC_RGBA_6x6:
case TextureFormat.ASTC_RGBA_8x8:
case TextureFormat.ASTC_RGBA_10x10:
case TextureFormat.ASTC_RGBA_12x12:
preloadData.extension = ".astc"; preloadData.exportSize += 10; break;
default:
preloadData.extension = "_" + type + ".tex"; break;
}
switch (m_FilterMode)
@ -379,4 +557,106 @@ namespace Unity_Studio
}
}
}
public enum TextureFormat
{
Alpha8 = 1,
ARGB4444,
RGB24,
RGBA32,
ARGB32,
RGB565 = 7,
R16 = 9,
DXT1,
DXT5 = 12,
RGBA4444,
BGRA32,
RHalf,
RGHalf,
RGBAHalf,
RFloat,
RGFloat,
RGBAFloat,
YUY2,
DXT1Crunched = 28,
DXT5Crunched,
PVRTC_RGB2,
PVRTC_RGBA2,
PVRTC_RGB4,
PVRTC_RGBA4,
ETC_RGB4,
ATC_RGB4,
ATC_RGBA8,
EAC_R = 41,
EAC_R_SIGNED,
EAC_RG,
EAC_RG_SIGNED,
ETC2_RGB,
ETC2_RGBA1,
ETC2_RGBA8,
ASTC_RGB_4x4,
ASTC_RGB_5x5,
ASTC_RGB_6x6,
ASTC_RGB_8x8,
ASTC_RGB_10x10,
ASTC_RGB_12x12,
ASTC_RGBA_4x4,
ASTC_RGBA_5x5,
ASTC_RGBA_6x6,
ASTC_RGBA_8x8,
ASTC_RGBA_10x10,
ASTC_RGBA_12x12,
ETC_RGB4_3DS,
ETC_RGBA8_3DS
}
}
public class KTXHeader
{
public static byte[] IDENTIFIER = { 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A };
public static byte[] ENDIANESS_LE = new byte[] { 1, 2, 3, 4 };
public static byte[] ENDIANESS_BE = new byte[] { 4, 3, 2, 1 };
// constants for glInternalFormat
public static int GL_ETC1_RGB8_OES = 0x8D64;
public static int GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG = 0x8C00;
public static int GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG = 0x8C01;
public static int GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG = 0x8C02;
public static int GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG = 0x8C03;
public static int GL_ATC_RGB_AMD = 0x8C92;
public static int GL_ATC_RGBA_EXPLICIT_ALPHA_AMD = 0x8C93;
public static int GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD = 0x87EE;
public static int GL_COMPRESSED_RGB8_ETC2 = 0x9274;
public static int GL_COMPRESSED_SRGB8_ETC2 = 0x9275;
public static int GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9276;
public static int GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = 0x9277;
public static int GL_COMPRESSED_RGBA8_ETC2_EAC = 0x9278;
public static int GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = 0x9279;
public static int GL_COMPRESSED_R11_EAC = 0x9270;
public static int GL_COMPRESSED_SIGNED_R11_EAC = 0x9271;
public static int GL_COMPRESSED_RG11_EAC = 0x9272;
public static int GL_COMPRESSED_SIGNED_RG11_EAC = 0x9273;
// constants for glBaseInternalFormat
public static int GL_RED = 0x1903;
public static int GL_GREEN = 0x1904;
public static int GL_BLUE = 0x1905;
public static int GL_ALPHA = 0x1906;
public static int GL_RGB = 0x1907;
public static int GL_RGBA = 0x1908;
public static int GL_RG = 0x8227;
public static int getMipMapCount(int width, int height)
{
int mipMapCount = 1;
for (int dim = Math.Max(width, height); dim > 1; dim /= 2)
{
mipMapCount++;
}
return mipMapCount;
}
}