/* 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 #include #include 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, numPixels; 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; numPixels = columns * rows; 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 ); }