vmap/plugins/imagehl/hlw.cpp

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/*
Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
// by Hydra - hydra@hydras-world.com
//
// HLW = Half-Life-WAD, I don't know if the actual in data in the WAD files
// has it's own name, so I'm just calling the individal textures .HLW files :)
//
// Thanks to the guys that made Wally for releasing an example WAD loader.
// without it this would not have been possible.
#include "hlw.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
typedef unsigned char byte;
#include "ifilesystem.h"
#include "imagelib.h"
/*
============================================================================
HLW IMAGE
HalfLife WAD files contain files that look like this:
Mip section
First mip
Mip header
First mip (width * height)
Second mip (width * height / 4)
Third mip (width * height / 16)
Fourth mip (width * height / 64)
Palette size (WORD)
Palette (Palette size * 3)
Padding (WORD)
============================================================================
*/
#define GET_MIP_DATA_SIZE( WIDTH, HEIGHT ) ( sizeof( WAD3_MIP ) + ( WIDTH * HEIGHT ) + ( WIDTH * HEIGHT / 4 ) + ( WIDTH * HEIGHT / 16 ) + ( WIDTH * HEIGHT / 64 ) )
typedef struct
{
char name[16];
unsigned int width, height;
unsigned int offsets[4]; // four mip maps stored
} WAD3_MIP, *LPWAD3_MIP;
/*
=========================================================
HLW LOADING
Hydra: this code isn't bullet proof and probably won't
like corrupt WAD files, but it works for now.
TODO: make it more robust.
=========================================================
*/
/*
=============
LoadHLW
=============
*/
Image* LoadHLWBuff( byte* buffer ){
byte *buf_p;
unsigned long mipdatasize;
int columns, rows;
byte *pixbuf;
int row, column;
byte *palette;
LPWAD3_MIP lpMip;
unsigned char red, green, blue, alphabyte;
lpMip = (LPWAD3_MIP)buffer; //!\todo Make endian-safe.
mipdatasize = GET_MIP_DATA_SIZE( lpMip->width,lpMip->height );
palette = buffer + mipdatasize + 2;
buf_p = buffer + lpMip->offsets[0];
columns = lpMip->width;
rows = lpMip->height;
RGBAImage* image = new RGBAImage( columns, rows );
for ( row = 0; row < rows; row++ )
{
pixbuf = image->getRGBAPixels() + row * columns * 4;
for ( column = 0; column < columns; column++ )
{
int palIndex;
palIndex = *buf_p++;
red = *( palette + ( palIndex * 3 ) );
green = *( palette + ( palIndex * 3 ) + 1 );
blue = *( palette + ( palIndex * 3 ) + 2 );
// HalfLife engine makes pixels that are BLUE transparent.
// So show them that way in the editor.
if ( blue == 0xff && red == 0x00 && green == 0x00 ) {
alphabyte = 0x00;
blue = 0x00; // don't set the resulting pixel to blue
}
else
{
alphabyte = 0xff;
}
*pixbuf++ = red;
*pixbuf++ = green;
*pixbuf++ = blue;
*pixbuf++ = alphabyte;
}
}
return image;
}
Image* LoadHLW( ArchiveFile& file ){
ScopedArchiveBuffer buffer( file );
return LoadHLWBuff( buffer.buffer );
}