NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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ef_res_texture.h
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#ifndef NW4R_EF_RES_TEXTURE_H
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#define NW4R_EF_RES_TEXTURE_H
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#include <nw4r/types_nw4r.h>
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#include <nw4r/ef/ef_types.h>
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namespace
nw4r {
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namespace
ef {
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// TODO: Unsure which field is missing
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struct
TextureData
{
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char
* name;
// at 0x0
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u16 width;
// at 0x4
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u16 height;
// at 0x6
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ulong dataSize;
// at 0x8
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u8 format;
// at 0xC
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u8 tlutFormat;
// at 0xD
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u16 tlutEntries;
// at 0xE
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ulong tlutSize;
// at 0x10
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u8 mipmap;
// at 0x14
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u8 min_filt;
// at 0x15
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u8 mag_filt;
// at 0x16
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u8 reserved[1];
// at 0x17
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// f32 lod_bias; // at 0x18
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u8* texture;
// at 0x18
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u8* tlut;
// at 0x1C
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};
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class
ResTexture {
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private
:
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TextureData
* mData;
// at 0x0
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public
:
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explicit
ResTexture(
TextureData
* pData = NULL) : mData(pData) {}
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explicit
ResTexture(
const
ResTexture& rOther) : mData(rOther.mData) {}
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bool
IsValid()
const
{
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return
mData != NULL;
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}
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TextureData
* ptr() {
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return
mData;
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}
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};
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}
// namespace ef
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}
// namespace nw4r
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#endif
nw4r::ef::TextureData
Definition
ef_res_texture.h:11
include
lib
nw4r
ef
ef_res_texture.h
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