Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include <stdlib.h>
#include <stdlib.h>
#include <sys/types.h>
#include <sys/stat.h>
#include "vtf/vtf.h"
#include "UtlBuffer.h"
int main( int argc, char **argv ) { if( argc != 5 ) { fprintf( stderr, "Usage: vtfscreen blah.vtf 0 1 2\n" ); exit( -1 ); } const char *pSrcFilename = argv[1]; int rOffset = atoi( argv[2] ); int gOffset = atoi( argv[3] ); int bOffset = atoi( argv[4] ); CUtlBuffer srcData;
struct _stat buf; if( _stat( pSrcFilename, &buf ) == -1 ) { fprintf( stderr, "Couldn't stat %s\n", pSrcFilename ); exit( -1 ); }
int srcFileSize = buf.st_size;
srcData.EnsureCapacity( srcFileSize );
FILE *fp = fopen( pSrcFilename, "rb" ); if( !fp ) { fprintf( stderr, "Couldn't open %s\n", pSrcFilename ); exit( -1 ); }
int nBytesRead = fread( srcData.Base(), 1, srcFileSize, fp ); fclose( fp );
srcData.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
IVTFTexture *pSrcTexture = CreateVTFTexture(); pSrcTexture->Unserialize( srcData ); ImageFormat srcFormat = pSrcTexture->Format(); pSrcTexture->ConvertImageFormat( IMAGE_FORMAT_DEFAULT, false );
int totalSize = pSrcTexture->ComputeTotalSize();
unsigned char *pImageData = pSrcTexture->ImageData(); int i; for( i = 0; i < totalSize; i += 4 ) { #if 0
// ATI BEFORE E32003
int r, g, b; r = ( int )pImageData[i+0]; g = ( int )pImageData[i+1]; b = ( int )pImageData[i+2];
int grey = r + g + b; grey = grey / 3; pImageData[i+0] = 0; pImageData[i+1] = grey; pImageData[i+2] = 0; #endif
#if 0
// NVIDIA - first e3 build
pImageData[i+1] = 0; pImageData[i+2] = 0; #endif
#if 0
// ATI e3 build on . .get the green component and stomp all channels with it.
pImageData[i+0] = pImageData[i+1]; pImageData[i+2] = pImageData[i+1]; #endif
#if 0
// Intel . .get the blue component and stomp all channels with it.
pImageData[i+0] = pImageData[i+2]; pImageData[i+1] = pImageData[i+2]; #endif
// leave alpha alone
int tmpR, tmpG, tmpB; tmpR = pImageData[i+rOffset]; tmpG = pImageData[i+gOffset]; tmpB = pImageData[i+bOffset]; pImageData[i+0] = tmpR; pImageData[i+1] = tmpG; pImageData[i+2] = tmpB; }
pSrcTexture->ConvertImageFormat( srcFormat, false ); CUtlBuffer dstData;
pSrcTexture->Serialize( dstData );
fp = fopen( pSrcFilename, "wb" ); fwrite( dstData.Base(), 1, dstData.TellPut(), fp ); fclose( fp );
return 0; }
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