Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "imageloadwrapper.h"
bool ConvertImageToRGB( const byte *pubImageData, int cubImageData, CUtlBuffer &bufOutput, int &width, int &height )
{
bool bSuccess = false;
if ( GetJpegDimensions( pubImageData, cubImageData, (uint32&)width, (uint32&)height ) )
{
bSuccess = ConvertJpegToRGB( pubImageData, cubImageData, bufOutput, width, height );
}
else if ( GetPNGDimensions( pubImageData, cubImageData, (uint32&)width, (uint32&)height ) )
{
if ( ConvertPNGToRGBA( pubImageData, cubImageData, bufOutput, width, height ) )
bSuccess = BConvertRGBAToRGB( bufOutput, width, height );
}
else if ( GetTGADimensions( cubImageData, (char*)pubImageData, &width, &height ) )
{
byte *pubRGB = NULL;
int cubRGB = 0;
bSuccess = LoadTGA( cubImageData, (char*)pubImageData, &pubRGB, &cubRGB, &width, &height );
if ( bSuccess )
{
bufOutput.CopyBuffer( pubRGB, cubRGB );
delete [] pubRGB;
bSuccess = BConvertRGBAToRGB( bufOutput, width, height );
}
}
return bSuccess;
}
bool ConvertImageToRGBA( const byte *pubImageData, int cubImageData, CUtlBuffer &bufOutput, int &width, int &height )
{
bool bSuccess = false;
if ( GetJpegDimensions( pubImageData, cubImageData, (uint32&)width, (uint32&)height ) )
{
bSuccess = ConvertJpegToRGBA( pubImageData, cubImageData, bufOutput, width, height );
}
else if ( GetPNGDimensions( pubImageData, cubImageData, (uint32&)width, (uint32&)height ) )
{
bSuccess = ConvertPNGToRGBA( pubImageData, cubImageData, bufOutput, width, height );
}
else if ( GetTGADimensions( cubImageData, (char*)pubImageData, &width, &height ) )
{
byte *pubRGB = NULL;
int cubRGB = 0;
bSuccess = LoadTGA( cubImageData, (char*)pubImageData, &pubRGB, &cubRGB, &width, &height );
if ( bSuccess )
{
bufOutput.CopyBuffer( pubRGB, cubRGB );
delete [] pubRGB;
}
}
return bSuccess;
}