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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include <windows.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <errno.h>
#include <conio.h>
#include <ctype.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <io.h>
#include <direct.h>
#include <stdarg.h>
#include "goldsrc_standin.h"
#include "wadlib.h"
#include "goldsrc_bspfile.h"
extern FILE *wadhandle;
#pragma pack( 1 )
struct TGAHeader_t { unsigned char id_length; unsigned char colormap_type; unsigned char image_type; unsigned short colormap_index; unsigned short colormap_length; unsigned char colormap_size; unsigned short x_origin; unsigned short y_origin; unsigned short width; unsigned short height; unsigned char pixel_size; unsigned char attributes; }; #pragma pack()
typedef enum {ST_SYNC=0, ST_RAND } synctype_t; typedef enum { SPR_SINGLE=0, SPR_GROUP } spriteframetype_t;
typedef struct { int ident; int version; int type; int texFormat; float boundingradius; int width; int height; int numframes; float beamlength; synctype_t synctype; } dsprite_t;
typedef struct { int origin[2]; int width; int height; } dspriteframe_t;
class RGBAColor { public: unsigned char r,g,b,a; };
const char *g_pDefaultShader = "LightmappedGeneric"; const char *g_pShader = g_pDefaultShader; bool g_bBMPAllowTranslucent = false; bool g_bDecal = false; bool g_bQuiet = false;
#define MAX_VMT_PARAMS 16
struct VTexVMTParam_t { const char *m_szParam; const char *m_szValue; };
static VTexVMTParam_t g_VMTParams[MAX_VMT_PARAMS];
static int g_NumVMTParams = 0;
void PrintExitStuff() { if ( !g_bQuiet ) { printf( "Press a key to quit.\n" ); getch(); } }
RGBAColor* ConvertToRGBUpsideDown( byte *pBits, int width, int height, byte *pPalette, bool *bTranslucent ) { RGBAColor *pRet = new RGBAColor[width*height];
byte newPalette[256][3]; for ( int i=0; i < 256; i++ ) { newPalette[i][0] = pPalette[i*3+2]; newPalette[i][1] = pPalette[i*3+1]; newPalette[i][2] = pPalette[i*3+0]; }
// Write the lines upside-down.
for ( int y=0; y < height; y++ ) { byte *pLine = &pBits[(height-y-1)*width]; for ( int x=0; x < width; x++ ) { pRet[y*width+x].r = newPalette[pLine[x]][0]; pRet[y*width+x].g = newPalette[pLine[x]][1]; pRet[y*width+x].b = newPalette[pLine[x]][2]; if ( pLine[x] == 255 ) { *bTranslucent = true; pRet[y*width+x].a = 0; } else { pRet[y*width+x].a = 255; } } }
return pRet; }
void FloodSolidPixels( RGBAColor *pTexels, int width, int height ) { byte *pAlphaMap = new byte[width*height]; byte *pNewAlphaMap = new byte[width*height];
for ( int y=0; y < height; y++ ) for ( int x=0; x < width; x++ ) pAlphaMap[y*width+x] = pTexels[y*width+x].a; bool bHappy = false; while ( !bHappy ) { bHappy = true; memcpy( pNewAlphaMap, pAlphaMap, width * height );
for ( int y=0; y < height; y++ ) { RGBAColor *pLine = &pTexels[y*width];
for ( int x=0; x < width; x++ ) { if ( pAlphaMap[y*width+x] == 0 ) { int nNeighbors = 0; int neighborTotal[3] = {0,0,0};
// Blend all the neighboring solid pixels.
for ( int offsetX=-1; offsetX <= 1; offsetX++ ) { for ( int offsetY=-1; offsetY <= 1; offsetY++ ) { int testX = x + offsetX; int testY = y + offsetY; if ( testX >= 0 && testY >= 0 && testX < width && testY < height ) { if ( pAlphaMap[testY*width+testX] ) { RGBAColor *pNeighbor = &pTexels[testY*width+testX]; ++nNeighbors; neighborTotal[0] += pNeighbor->r; neighborTotal[1] += pNeighbor->g; neighborTotal[2] += pNeighbor->b; } } } }
if ( nNeighbors ) { pNewAlphaMap[y*width+x] = 255; bHappy = false; pLine[x].r = (byte)( neighborTotal[0] / nNeighbors ); pLine[x].g = (byte)( neighborTotal[1] / nNeighbors ); pLine[x].b = (byte)( neighborTotal[2] / nNeighbors ); } } } }
memcpy( pAlphaMap, pNewAlphaMap, width * height ); }
delete [] pAlphaMap; delete [] pNewAlphaMap; }
RGBAColor* ResampleImage( RGBAColor *pRGB, int width, int height, int newWidth, int newHeight ) { RGBAColor *pResampled = new RGBAColor[newWidth * newHeight]; for ( int y=0; y < newHeight; y++ ) { float yPercent = (float)y / (newHeight - 1); float flSrcY = yPercent * (height - 1.00001f); int iSrcY = (int)flSrcY; float flYFrac = flSrcY - iSrcY;
for ( int x=0; x < newWidth; x++ ) { float xPercent = (float)x / (newWidth - 1); float flSrcX = xPercent * (width - 1.00001f); int iSrcX = (int)flSrcX; float flXFrac = flSrcX - iSrcX;
byte *pSrc0 = ((byte*)&pRGB[iSrcY*width+iSrcX]); byte *pSrc1 = ((byte*)&pRGB[iSrcY*width+iSrcX+1]); byte *pSrc2 = ((byte*)&pRGB[(iSrcY+1)*width+iSrcX]); byte *pSrc3 = ((byte*)&pRGB[(iSrcY+1)*width+iSrcX+1]); byte *pDest = (byte*)&pResampled[y*newWidth+x];
// Now blend the nearest 4 source pixels.
for ( int i=0; i < 4; i++ ) { //pDest[i] = pSrc0[i];
float topColor = ( pSrc0[i]*(1-flXFrac) + pSrc1[i]*flXFrac ); float bottomColor = ( pSrc2[i]*(1-flXFrac) + pSrc3[i]*flXFrac ); pDest[i] = (byte)( topColor*(1-flYFrac) + bottomColor*flYFrac ); } } } return pResampled; }
bool WriteTGAFile( const char *pFilename, bool bAllowTranslucent, byte *pBits, int width, int height, byte *pPalette, bool bPowerOf2, bool *bTranslucent, bool *bResized ) { *bResized = *bTranslucent = false;
RGBAColor *pRGB = ConvertToRGBUpsideDown( pBits, width, height, pPalette, bTranslucent );
// Unless the filename starts with '{', we don't allow translucency.
if ( !bAllowTranslucent ) *bTranslucent = false;
// Flood the solid texel colors into the transparent texels.
// Since we turn on point sampling for these textures, this only matters if we're resizing the texture.
if ( *bTranslucent ) { FloodSolidPixels( pRGB, width, height ); }
if ( bPowerOf2 ) { // Is it not a power of 2?
if ( (width & (width - 1)) || (height & (height - 1)) ) { // Ok, resize it to the next highest power of 2.
int newWidth = width; while ( (newWidth & (newWidth - 1)) ) ++newWidth;
int newHeight = height; while ( (newHeight & (newHeight - 1)) ) ++newHeight;
printf( "\t(%dx%d) -> (%dx%d)", width, height, newWidth, newHeight );
RGBAColor *pResampled = ResampleImage( pRGB, width, height, newWidth, newHeight ); delete [] pRGB; pRGB = pResampled; width = newWidth; height = newHeight;
*bResized = true; } }
// Write it..
TGAHeader_t hdr; memset( &hdr, 0, sizeof( hdr ) );
hdr.width = width; hdr.height = height; hdr.colormap_type = 0; // no, no colormap please
hdr.image_type = 2; // uncompressed, true-color
hdr.pixel_size = 32; // 32 bits per pixel
FILE *fp = fopen( pFilename, "wb" ); if ( !fp ) return false;
SafeWrite( fp, &hdr, sizeof( hdr ) ); SafeWrite( fp, pRGB, sizeof( RGBAColor ) * width * height ); fclose( fp );
delete [] pRGB; return true; }
int PrintUsage( const char *pExtra, ... ) { va_list marker; va_start( marker, pExtra ); vprintf( pExtra, marker ); va_end( marker );
printf( "%s \n" "\t[-AutoDir]\n" "\t\tAutomatically detects -basedir and -wadfile or -bmpfile based\n" "\t\ton the last parameter (it must be a WAD file or a BMP file.\n" "\t[-decal]\n" "\t\tCreates VMTs for decals and creates VMTs for model decals.\n" "\t[-onlytex <tex name>]\n" "\t[-shader <shader name>]\n" "\t\tSpecify the shader to use in the VMT file (default\n" "\t\tis LightmappedGeneric.\n" "\t[-vtex]\n" "\t\tIf -vtex is specified, then it calls vtex on each newly-created\n" "\t\t.TGA file.\n" "\t[-vmtparam <ParamName> <ParamValue>]\n" "\t\tif -vtex was specified, passes the parameters to that process.\n" "\t\tUsed to add parameters to the generated .vmt file\n" "\t-BaseDir <basedir>\n" "\t-game <basedir>\n" "\t\tSpecifies where the root mod directory is.\n" "\t-WadFile <wildcard>\n" "\t\t-wadfile will make (power-of-2) TGAs, VTFs, and VMTs for each\n" "\t\ttexture in the WAD. It will also place them under a directory\n" "\t\twith the name of the WAD. In addition, it will create\n" "\t\t.resizeinfo files in the materials directory if it has to\n" "\t\tresize the texture. Then Hammer's File->WAD To Material\n" "\t\tcommand will use them to rescale texture coordinates.\n" "\t-bmpfile <wildcard>\n" "\t\t-bmpfile acts like -WadFile but for BMP files, and it'll place\n" "\t\tthem in the root materials directory.\n" "\t-sprfile <wildcard>\n" "\t\tActs like -bmpfile, but ports a sprite.\n" "\t-Transparent (BMP files only)\n" "\t\tIf this is set, then it will treat palette index 255 as a\n" "\t\ttransparent pixel." "\t-SubDir <subdirectory>\n" "\t\t-SubDir tells it what directory under materials to place the\n" "\t\tfinal art. If using a WAD file, then it will automatically\n" "\t\tuse the WAD filename if no -SubDir is specified.\n" "\t-Quiet\n" "\t\tDon't print out anything or wait for a keypress on exit.\n" "\n" , __argv[0] ); printf( "ex: %s -vtex -BaseDir c:\\hl2\\dod -WadFile c:\\hl1\\dod\\*.wad\n", __argv[0] ); printf( "ex: %s -vtex -BaseDir c:\\hl2\\dod -bmpfile test.bmp -SubDir models\\props\n", __argv[0] ); printf( "ex: %s -vtex -vmtparam $ignorez 1 -BaseDir c:\\hl2\\dod -sprfile test.spr -SubDir sprites\\props\n", __argv[0] ); PrintExitStuff(); return 1; }
// Take something like "c:/a/b/c/filename.ext" and return "filename".
void GetBaseFilename( const char *pWadFilename, char wadBaseName[512] ) { const char *pBase = strrchr( pWadFilename, '\\' ); if ( strrchr( pWadFilename, '/' ) > pBase ) pBase = strrchr( pWadFilename, '/' );
if ( pBase ) strcpy( wadBaseName, pBase+1 ); else strcpy( wadBaseName, pWadFilename );
char *pDot = strchr( wadBaseName, '.' ); if ( pDot ) *pDot = 0; }
const char *LastSlash( const char *pSrc ) { const char *pRet = strrchr( pSrc, '/' ); const char *pRet2 = strrchr( pSrc, '\\' ); return (pRet > pRet2) ? pRet : pRet2; }
void EnsureDirExists( const char *pDir ) { if ( _access( pDir, 0 ) != 0 ) { // We use the shell's "md" command here instead of the _mkdir() function because
// md will create all the subdirectories leading up to the bottom one and _mkdir() won't.
char cmd[1024]; _snprintf( cmd, sizeof( cmd ), "md \"%s\"", pDir ); system( cmd );
if ( _access( pDir, 0 ) != 0 ) Error( "\tCan't create directory: %s.\n", pDir ); } }
void WriteVMTFile( const char *pBaseDir, const char *pSubDir, const char *pName, bool bTranslucent ) { char vmtFilename[512]; sprintf( vmtFilename, "%s\\materials\\%s\\%s.vmt", pBaseDir, pSubDir, pName );
FILE *fp = fopen( vmtFilename, "wt" ); if ( !fp ) { Error( "\tWriteVMTFile failed to open %s for writing.\n", vmtFilename ); return; } fprintf( fp, "\"%s\"\n{\n", g_pShader ); fprintf( fp, "\t\"$basetexture\"\t\"%s\\%s\"\n", pSubDir, pName ); if ( bTranslucent || g_bDecal ) { fprintf( fp, "\t\"$alphatest\"\t\"1\"\n" ); fprintf( fp, "\t\"$ALPHATESTREFERENCE\"\t\"0.5\"\n" ); }
if ( g_bDecal ) { fprintf( fp, "\t\"$decal\"\t\t\"1\"\n" ); } int i; for( i=0;i<g_NumVMTParams;i++ ) { fprintf( fp, "\t\"%s\" \"%s\"\n", g_VMTParams[i].m_szParam, g_VMTParams[i].m_szValue ); } fprintf( fp, "}" );
fclose( fp ); }
void WriteTXTFile( const char *pBaseDir, const char *pSubDir, const char *pName ) { char filename[512]; sprintf( filename, "%s\\materialsrc\\%s\\%s.txt", pBaseDir, pSubDir, pName );
FILE *fp = fopen( filename, "wt" ); if ( !fp ) Error( "\tWriteTXTFile: can't open %s for writing.\n", filename );
fprintf( fp, "\"pointsample\" \"1\"\n" ); fclose( fp ); }
void WriteResizeInfoFile( const char *pBaseDir, const char *pSubDir, const char *pName, int width, int height ) { char filename[512]; sprintf( filename, "%s\\materials\\%s\\%s.resizeinfo", pBaseDir, pSubDir, pName );
FILE *fp = fopen( filename, "wt" ); if ( !fp ) { Error( "\tWriteResizeInfoFile failed to open %s for writing.\n", filename ); return; } fprintf( fp, "%d %d", width, height ); fclose( fp ); }
void RunVTexOnFile( const char *pBaseDir, const char *pFilename ) { char executableDir[MAX_PATH]; GetModuleFileName( NULL, executableDir, sizeof( executableDir ) ); char *pLastSlash = max( strrchr( executableDir, '/' ), strrchr( executableDir, '\\' ) ); if ( !pLastSlash ) Error( "Can't find filename in '%s'.\n", executableDir ); *pLastSlash = 0;
// Set the vproject environment variable (vtex doesn't allow game yet).
char envStr[MAX_PATH]; _snprintf( envStr, sizeof( envStr ), "vproject=%s", pBaseDir ); putenv( envStr );
// Call vtex on this texture now.
char vtexCommand[1024]; sprintf( vtexCommand, "%s\\vtex.exe -quiet -nopause \"%s\"", executableDir, pFilename ); if ( system( vtexCommand ) != 0 ) { Error( "\tCommand '%s' failed!\n", vtexCommand ); } }
void WriteOutputFiles( const char *pBaseDir, const char *pSubDir, const char *pName, bool bAllowTranslucent, byte *buffer, int width, int height, byte *pPalette, bool bVTex ) { bool bTranslucent, bResized; bool bPowerOf2 = true;
char tgaFilename[1024]; sprintf( tgaFilename, "%s\\materialsrc\\%s\\%s.tga", pBaseDir, pSubDir, pName ); if ( !WriteTGAFile( tgaFilename, bAllowTranslucent, buffer, width, height, pPalette, bPowerOf2, &bTranslucent, &bResized ) ) { Error( "\tError writing %s.\n", tgaFilename ); }
// Write its .VMT file.
WriteVMTFile( pBaseDir, pSubDir, pName, bTranslucent );
// Write a text file for it if it's translucent so we can enable pointsample for vtex.
// if ( bTranslucent )
// WriteTXTFile( pBaseDir, pSubDir, pName );
// Write its .resizeinfo file.
if ( bResized ) { WriteResizeInfoFile( pBaseDir, pSubDir, pName, width, height ); }
if ( bVTex ) { RunVTexOnFile( pBaseDir, tgaFilename ); } }
void EnsureDirectoriesExist( const char *pBaseDir, const char *pSubDir ) { char materialsrcDir[512], materialsDir[512]; sprintf( materialsrcDir, "%s\\materialsrc\\%s", pBaseDir, pSubDir ); sprintf( materialsDir, "%s\\materials\\%s", pBaseDir, pSubDir ); EnsureDirExists( materialsrcDir ); EnsureDirExists( materialsDir ); }
void ProcessWadFile( const char *pWadFilename, const char *pBaseDir, const char *pSubDir, const char *pOnlyTex, bool bVTex ) { if ( !g_bQuiet ) printf( "\n\n[WADFILE %s]\n\n", pWadFilename );
// If no -subdir was specified, then figure it out from the wad filename.
char wadBaseName[512]; if ( !pSubDir ) { // Get the base wad filename.
GetBaseFilename( pWadFilename, wadBaseName ); pSubDir = wadBaseName; }
EnsureDirectoriesExist( pBaseDir, pSubDir );
// Now process all the images in the wad.
W_OpenWad( pWadFilename );
#define MAXLUMP (640*480*85/64)
byte inbuffer[MAXLUMP];
for (int i = 0; i < numlumps; i++) { if ( pOnlyTex && stricmp( pOnlyTex, lumpinfo[i].name ) != 0 ) continue;
fseek( wadhandle, lumpinfo[i].filepos, SEEK_SET ); SafeRead ( wadhandle, inbuffer, lumpinfo[i].size );
miptex_t *qtex = (miptex_t *)inbuffer; int width = LittleLong(qtex->width); int height = LittleLong(qtex->height);
if ( width <= 0 || height <= 0 || width > 5000 || height > 5000 ) { if ( !g_bQuiet ) printf("\tskipping %s @ %d size %d (not an image?)\n", lumpinfo[i].name, lumpinfo[i].filepos, lumpinfo[i].size ); continue; } else { if ( !g_bQuiet ) printf( "\t%s", lumpinfo[i].name ); }
byte *pPalette = inbuffer + LittleLong( qtex->offsets[3] ) + width * height / 64 + 2; byte *psrc, *pdest;
byte outbuffer[(640+320)*480]; // The old xwad put the mipmaps in there too, but we don't want that now (usually).
// copy in 0 image
psrc = inbuffer + LittleLong( qtex->offsets[0] ); pdest = outbuffer; for (int t = 0; t < height; t++) { memcpy( pdest + t * width, psrc + t * width, width ); }
WriteOutputFiles( pBaseDir, // base directory
pSubDir, // subdir under materials
qtex->name, // filename (w/o extension)
qtex->name[0] == '{', // allow transparency?
outbuffer, width, height, pPalette, bVTex );
if ( !g_bQuiet ) printf( "\n" ); } }
void ProcessBMPFile( const char *pBaseDir, const char *pSubDir, const char *pFilename, bool bVTex ) { if ( !g_bQuiet ) printf( "[%s]\n", pFilename );
if ( !pSubDir ) pSubDir = ".";
// First make directories under materialsrc and materials if they don't exist.
EnsureDirectoriesExist( pBaseDir, pSubDir );
// Read in the 8-bit BMP file.
FILE *fp = fopen( pFilename, "rb" ); if ( !fp ) Error( "ProcessBMPFile( %s ) can't open the file for reading.\n", pFilename );
BITMAPFILEHEADER bfh; BITMAPINFOHEADER bih; unsigned char pixelData[512*512];
SafeRead( fp, &bfh, sizeof( bfh ) ); SafeRead( fp, &bih, sizeof( bih ) );
// Make sure it's an 8-bit one like we want.
if ( bih.biSize != sizeof( bih ) || bih.biPlanes != 1 || bih.biBitCount != 8 || bih.biCompression != BI_RGB || bih.biHeight < 0 || bih.biWidth * bih.biHeight > sizeof( pixelData ) ) { Error( "ProcessBMPFile( %s ) - invalid format.\n", pFilename ); }
int nColorsUsed = 256; if ( bih.biClrUsed != 0 ) { nColorsUsed = bih.biClrUsed; if ( nColorsUsed > 256 ) Error( "ProcessBMPFile( %s ) - bih.biClrUsed = %d.\n", pFilename, bih.biClrUsed ); }
RGBQUAD quadPalette[256]; SafeRead( fp, quadPalette, sizeof( quadPalette[0] ) * nColorsUsed );
// Usually, bfOffBits is the same place we are at now, but sometimes it's a little different.
fseek( fp, bfh.bfOffBits, SEEK_SET );
// Now read the bitmap data.
SafeRead( fp, pixelData, bih.biWidth * bih.biHeight ); fclose( fp );
// Convert the palette.
byte palette[256][3]; for ( int i=0; i < 256; i++ ) { palette[i][0] = quadPalette[i].rgbRed; palette[i][1] = quadPalette[i].rgbGreen; palette[i][2] = quadPalette[i].rgbBlue; }
// Unflip the pixel data.
for ( int y=0; y < bih.biHeight / 2; y++ ) { byte tempLine[1024]; memcpy( tempLine, &pixelData[y*bih.biWidth], bih.biWidth ); memcpy( &pixelData[y*bih.biWidth], &pixelData[(bih.biHeight-y-1)*bih.biWidth], bih.biWidth ); memcpy( &pixelData[(bih.biHeight-y-1)*bih.biWidth], tempLine, bih.biWidth ); }
char baseFilename[512]; GetBaseFilename( pFilename, baseFilename );
// Save it out.
WriteOutputFiles( pBaseDir, // base directory
pSubDir, // subdir under materials
baseFilename, // filename (w/o extension)
g_bBMPAllowTranslucent, // allow transparency
pixelData, bih.biWidth, bih.biHeight, (byte*)palette, bVTex ); }
void ProcessSPRFile( const char *pBaseDir, const char *pSubDir, const char *pFilename, bool bVTex ) { if ( !g_bQuiet ) printf( "[%s]\n", pFilename );
if ( !pSubDir ) pSubDir = ".";
char baseFilename[512]; GetBaseFilename( pFilename, baseFilename );
// First make directories under materialsrc and materials if they don't exist.
EnsureDirectoriesExist( pBaseDir, pSubDir );
// Read in the SPR file.
FILE *fp = fopen( pFilename, "rb" ); if ( !fp ) Error( "ProcessSPRFile( %s ) can't open the file for reading.\n", pFilename ); dsprite_t header; SafeRead( fp, &header, sizeof( header ) );
// Make sure it's a sprite file.
if ( ((header.ident>>0) & 0xFF) != 'I' || ((header.ident>>8) & 0xFF) != 'D' || ((header.ident>>16) & 0xFF) != 'S' || ((header.ident>>24) & 0xFF) != 'P' ) { Warning( "WARNING: sprite %s is not a sprite file. Skipping.\n", pFilename ); fclose( fp ); return; }
if ( header.version != 2 ) { Warning( "WARNING: sprite %s is not a version 2 sprite file. Skipping.\n", pFilename ); fclose( fp ); return; }
// Read the palette.
short cnt; byte palette[768]; SafeRead( fp, &cnt, sizeof( cnt ) ); SafeRead( fp, palette, sizeof( palette ) );
// Read the frames.
int i; for ( i=0; i < header.numframes; i++ ) { spriteframetype_t type; SafeRead( fp, &type, sizeof( type ) ); if ( type == SPR_SINGLE ) { dspriteframe_t frame; SafeRead( fp, &frame, sizeof( frame ) ); if ( frame.width > 5000 || frame.height > 5000 || frame.width < 1 || frame.height < 1 ) { Warning( "WARNING: sprite %s has an invalid frame size (%d x %d) for frame %d.\n", pFilename, frame.width, frame.height, i ); fclose( fp ); return; } byte *frameData = new byte[frame.width * frame.height]; SafeRead( fp, frameData, frame.width * frame.height );
Msg( "\tFrame %d ", i );
// Write the TGA file for this frame.
bool bTranslucent, bResized; char frameFilename[512]; _snprintf( frameFilename, sizeof( frameFilename ), "%s\\materialsrc\\%s\\%s%03d.tga", pBaseDir, pSubDir, baseFilename, i ); if ( !WriteTGAFile( frameFilename, g_bBMPAllowTranslucent, frameData, frame.width, frame.height, palette, true, // allow power-of-2
&bTranslucent, &bResized ) ) { Error( "\tError writing %s.\n", frameFilename ); }
if ( !g_bQuiet ) printf( "\n" );
delete [] frameData; } else if ( type == SPR_GROUP ) { Error( "Sprite %s uses type SPR_GROUP. Get a programmer to add support for it.\n", pFilename ); } else { Warning( "WARNING: sprite %s has an invalid frame type (%d) for frame %d.\n", pFilename, type, i ); fclose( fp ); return; } } fclose( fp );
//
// Generate a .txt file for the sprite.
//
char txtFilename[512]; sprintf( txtFilename, "%s\\materialsrc\\%s\\%s.txt", pBaseDir, pSubDir, baseFilename );
fp = fopen( txtFilename, "wt" ); if ( !fp ) Error( "\tProcessSPRFile: can't open %s for writing.\n", txtFilename );
fprintf( fp, "\"startframe\" \"0\"\n" ); fprintf( fp, "\"endframe\" \"%d\"\n", header.numframes-1 ); fprintf( fp, "\"nomip\" \"1\"\n" ); fprintf( fp, "\"nolod\" \"1\"\n" ); fclose( fp );
//
// Run VTEX on the .txt file?
//
if ( bVTex ) { RunVTexOnFile( pBaseDir, txtFilename ); }
//
// Generate a .vmt file.
//
char vmtFilename[512]; _snprintf( vmtFilename, sizeof( vmtFilename ), "%s\\materials\\%s\\%s.vmt", pBaseDir, pSubDir, baseFilename ); fp = fopen( vmtFilename, "wt" ); if ( !fp ) Error( "\tProcessSPRFile: can't open %s for writing.\n", vmtFilename );
if ( g_pShader == g_pDefaultShader ) fprintf( fp, "\"UnlitGeneric\"\n" ); else fprintf( fp, "\"%s\"\n", g_pShader );
fprintf( fp, "{\n" ); fprintf( fp, "\t\"$spriteorientation\" \"vp_parallel\"\n" ); fprintf( fp, "\t\"$spriteorigin\" \"[ 0.50 0.50 ]\"\n" ); fprintf( fp, "\t\"$basetexture\" \"%s/%s\"\n", pSubDir, baseFilename );
for( i=0;i<g_NumVMTParams;i++ ) { fprintf( fp, "\t\"%s\" \"%s\"\n", g_VMTParams[i].m_szParam, g_VMTParams[i].m_szValue ); }
fprintf( fp, "}" );
fclose( fp ); }
void ExtractDirectory( const char *pFilename, char *prefix ) { const char *pSlash = strrchr( pFilename, '/' ); if ( strrchr( pFilename, '\\' ) > pSlash ) pSlash = strrchr( pFilename, '\\' );
if ( pSlash ) { memcpy( prefix, pFilename, pSlash - pFilename ); prefix[ pSlash - pFilename ] = 0; } else { strcpy( prefix, ".\\" ); } }
// This allows them to have a WAD or BMP under their materialsrc directory and it'll try to figure out
// all the other parameters for them.
bool DragAndDropCheck( const char **pBaseDir, const char **pSubDir, const char **pWadFilenames, const char **pBMPFilenames, const char **pSPRFilenames, bool *bVTex ) { const char *pLastParam = __argv[__argc-1];
// Get the first argument in upper case.
char arg1[512]; strncpy( arg1, pLastParam, sizeof( arg1 ) ); strupr( arg1 );
// Only handle it if there's a full path (with a colon).
if ( !strchr( arg1, ':' ) ) return false;
if ( strstr( arg1, ".WAD" ) ) *pWadFilenames = pLastParam; else if ( strstr( arg1, ".BMP" ) ) *pBMPFilenames = pLastParam; else if ( strstr( arg1, ".SPR" ) ) *pSPRFilenames = pLastParam; else return false; // Ok, we know that argv[1] has a valid filename. Is it under materialsrc?
char *pMatSrc = strstr( arg1, "MATERIALSRC" ); if ( !pMatSrc || pMatSrc == arg1 ) return false;
// The base directory is everything before materialsrc.
static char baseDir[512]; *pBaseDir = baseDir; memcpy( baseDir, arg1, pMatSrc-arg1 ); baseDir[pMatSrc-arg1-1] = 0;
// The subdirectory is everything after materialsrc, minus the filename.
char *pSubDirSrc = pMatSrc + strlen( "MATERIALSRC" ) + 1; char *pEnd = strrchr( pSubDirSrc, '\\' ); if ( strrchr( pSubDirSrc, '/' ) > pEnd ) pEnd = strrchr( pSubDirSrc, '/' );
if ( !pEnd ) return false;
static char subDir[512]; *pSubDir = subDir; memcpy( subDir, pSubDirSrc, pEnd - pSubDirSrc ); subDir[pEnd-pSubDirSrc] = 0;
// Always use vtex in drag-and-drop mode.
*bVTex = true; return true; }
int main (int argc, char **argv) { if (argc < 2) { return PrintUsage( "" ); }
bool bWriteTGA = true; bool bWriteBMP = false; bool bPowerOf2 = true; bool bAutoDir = false;
bool bVTex = false; const char *pBaseDir = NULL; const char *pWadFilenames = NULL; const char *pBMPFilenames = NULL; const char *pSPRFilenames = NULL; const char *pSubDir = NULL; const char *pOnlyTex = NULL;
// Scan for options.
for ( int i=1; i < argc; i++ ) { if ( (i+2) < argc ) { if ( stricmp( argv[i], "-vmtparam" ) == 0 && g_NumVMTParams < MAX_VMT_PARAMS ) { g_VMTParams[g_NumVMTParams].m_szParam = argv[i+1]; g_VMTParams[g_NumVMTParams].m_szValue = argv[i+2];
if( !g_bQuiet ) { fprintf( stderr, "Adding .vmt parameter: \"%s\"\t\"%s\"\n", g_VMTParams[g_NumVMTParams].m_szParam, g_VMTParams[g_NumVMTParams].m_szValue ); }
g_NumVMTParams++;
i += 2; } }
if ( (i+1) < argc ) { if ( stricmp( argv[i], "-basedir" ) == 0 ) { pBaseDir = argv[i+1]; ++i; } else if ( stricmp( argv[i], "-wadfile" ) == 0 ) { pWadFilenames = argv[i+1]; ++i; } else if ( stricmp( argv[i], "-bmpfile" ) == 0 ) { pBMPFilenames = argv[i+1]; ++i; } else if ( stricmp( argv[i], "-sprfile" ) == 0 ) { pSPRFilenames = argv[i+1]; ++i; } else if ( stricmp( argv[i], "-OnlyTex" ) == 0 ) { pOnlyTex = argv[i+1]; ++i; } else if ( stricmp( argv[i], "-SubDir" ) == 0 ) { pSubDir = argv[i+1]; ++i; } else if ( stricmp( argv[i], "-shader" ) == 0 ) { g_pShader = argv[i+1]; ++i; } } if ( stricmp( argv[i], "-AutoDir" ) == 0 ) { bAutoDir = true; } else if ( stricmp( argv[i], "-Transparent" ) == 0 ) { g_bBMPAllowTranslucent = true; } else if ( stricmp( argv[i], "-Decal" ) == 0 ) { g_bDecal = true; if ( g_pShader == g_pDefaultShader ) g_pShader = "DecalModulate"; } else if ( stricmp( argv[i], "-quiet" ) == 0 ) { g_bQuiet = true; } else if ( stricmp( argv[i], "-vtex" ) == 0 ) { bVTex = true; } } if ( bAutoDir ) { if ( !DragAndDropCheck( &pBaseDir, &pSubDir, &pWadFilenames, &pBMPFilenames, &pSPRFilenames, &bVTex ) ) return PrintUsage( "-AutoDir failed to setup directories." ); }
if ( !pBaseDir || (!pWadFilenames && !pBMPFilenames && !pSPRFilenames) ) return PrintUsage( "Missing a parameter.\n" );
char prefix[512];
// Scan through each wadfile.
if ( pWadFilenames ) { ExtractDirectory( pWadFilenames, prefix );
_finddata_t findData; long handle = _findfirst( pWadFilenames, &findData ); if ( handle != -1 ) { do { if ( !(findData.attrib & _A_SUBDIR) ) { char fullFilename[512]; sprintf( fullFilename, "%s\\%s", prefix, findData.name ); ProcessWadFile( fullFilename, pBaseDir, pSubDir, pOnlyTex, bVTex ); } } while( _findnext( handle, &findData ) == 0 );
_findclose( handle ); } }
// Process BMP files.
if ( pBMPFilenames ) { ExtractDirectory( pBMPFilenames, prefix );
_finddata_t findData; long handle = _findfirst( pBMPFilenames, &findData ); if ( handle != -1 ) { do { if ( !(findData.attrib & _A_SUBDIR) ) { char fullFilename[512]; sprintf( fullFilename, "%s\\%s", prefix, findData.name ); ProcessBMPFile( pBaseDir, pSubDir, fullFilename, bVTex ); } } while( _findnext( handle, &findData ) == 0 );
_findclose( handle ); } }
if ( pSPRFilenames ) { ExtractDirectory( pSPRFilenames, prefix );
_finddata_t findData; long handle = _findfirst( pSPRFilenames, &findData ); if ( handle != -1 ) { do { if ( !(findData.attrib & _A_SUBDIR) ) { char fullFilename[512]; sprintf( fullFilename, "%s\\%s", prefix, findData.name ); ProcessSPRFile( pBaseDir, pSubDir, fullFilename, bVTex ); } } while( _findnext( handle, &findData ) == 0 );
_findclose( handle ); } }
PrintExitStuff(); return 0; }
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