librw/tools/txdwrite/txdwrite.cpp
2015-12-14 18:52:50 +01:00

111 lines
2.4 KiB
C++

#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include <new>
#include <rw.h>
#include <src/gtaplg.h>
using namespace std;
using namespace rw;
Raster*
xboxToD3d8(Raster *raster)
{
using namespace xbox;
Raster *newras;
if(raster->platform != PLATFORM_XBOX)
return raster;
XboxRaster *ras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
int32 numLevels = raster->getNumLevels();
int32 format = raster->format;
// format &= ~Raster::MIPMAP;
if(ras->format){
newras = new Raster(raster->width, raster->height, raster->depth,
format | raster->type | 0x80, PLATFORM_D3D8);
int32 dxt = 0;
switch(ras->format){
case D3DFMT_DXT1:
dxt = 1;
break;
case D3DFMT_DXT3:
dxt = 3;
break;
case D3DFMT_DXT5:
dxt = 5;
break;
}
d3d::allocateDXT(newras, dxt, numLevels, ras->hasAlpha);
}else{
printf("swizzled!\n");
newras = new Raster(raster->width, raster->height, raster->depth,
format | raster->type, PLATFORM_D3D8);
}
if(raster->format & Raster::PAL4)
d3d::setPalette(newras, ras->palette, 32);
else if(raster->format & Raster::PAL8)
d3d::setPalette(newras, ras->palette, 256);
uint8 *data;
for(int32 i = 0; i < numLevels; i++){
if(i >= newras->getNumLevels())
break;
data = raster->lock(i);
d3d::setTexels(newras, data, i);
raster->unlock(i);
}
delete raster;
return newras;
}
int
main(int argc, char *argv[])
{
gta::attachPlugins();
rw::version = 0x33002;
// rw::platform = rw::PLATFORM_PS2;
// rw::platform = rw::PLATFORM_OGL;
// rw::platform = rw::PLATFORM_XBOX;
// rw::platform = rw::PLATFORM_D3D8;
// rw::platform = rw::PLATFORM_D3D9;
if(argc < 2){
printf("usage (%d): %s in.txd\n", rw::platform, argv[0]);
return 0;
}
rw::StreamFile in;
if(in.open(argv[1], "rb") == NULL){
printf("couldn't open file %s\n", argv[1]);
return 1;
}
rw::findChunk(&in, rw::ID_TEXDICTIONARY, NULL, NULL);
rw::TexDictionary *txd;
txd = rw::TexDictionary::streamRead(&in);
assert(txd);
in.close();
rw::currentTexDictionary = txd;
for(Texture *tex = txd->first; tex; tex = tex->next)
tex->raster = xboxToD3d8(tex->raster);
// for(Texture *tex = txd->first; tex; tex = tex->next)
// tex->filterAddressing = (tex->filterAddressing&~0xF) | 0x2;
rw::StreamFile out;
if(argc > 2)
out.open(argv[2], "wb");
else
out.open("out.txd", "wb");
txd->streamWrite(&out);
out.close();
return 0;
}