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;
}