mirror of
https://github.com/aap/librw.git
synced 2024-11-26 05:35:42 +00:00
111 lines
2.4 KiB
C++
111 lines
2.4 KiB
C++
#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <cassert>
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#include <new>
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#include <rw.h>
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#include <src/gtaplg.h>
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using namespace std;
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using namespace rw;
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Raster*
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xboxToD3d8(Raster *raster)
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{
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using namespace xbox;
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Raster *newras;
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if(raster->platform != PLATFORM_XBOX)
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return raster;
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XboxRaster *ras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
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int32 numLevels = raster->getNumLevels();
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int32 format = raster->format;
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// format &= ~Raster::MIPMAP;
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if(ras->format){
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newras = new Raster(raster->width, raster->height, raster->depth,
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format | raster->type | 0x80, PLATFORM_D3D8);
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int32 dxt = 0;
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switch(ras->format){
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case D3DFMT_DXT1:
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dxt = 1;
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break;
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case D3DFMT_DXT3:
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dxt = 3;
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break;
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case D3DFMT_DXT5:
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dxt = 5;
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break;
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}
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d3d::allocateDXT(newras, dxt, numLevels, ras->hasAlpha);
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}else{
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printf("swizzled!\n");
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newras = new Raster(raster->width, raster->height, raster->depth,
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format | raster->type, PLATFORM_D3D8);
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}
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if(raster->format & Raster::PAL4)
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d3d::setPalette(newras, ras->palette, 32);
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else if(raster->format & Raster::PAL8)
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d3d::setPalette(newras, ras->palette, 256);
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uint8 *data;
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for(int32 i = 0; i < numLevels; i++){
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if(i >= newras->getNumLevels())
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break;
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data = raster->lock(i);
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d3d::setTexels(newras, data, i);
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raster->unlock(i);
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}
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delete raster;
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return newras;
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}
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int
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main(int argc, char *argv[])
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{
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gta::attachPlugins();
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rw::version = 0x33002;
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// rw::platform = rw::PLATFORM_PS2;
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// rw::platform = rw::PLATFORM_OGL;
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// rw::platform = rw::PLATFORM_XBOX;
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// rw::platform = rw::PLATFORM_D3D8;
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// rw::platform = rw::PLATFORM_D3D9;
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if(argc < 2){
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printf("usage (%d): %s in.txd\n", rw::platform, argv[0]);
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return 0;
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}
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rw::StreamFile in;
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if(in.open(argv[1], "rb") == NULL){
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printf("couldn't open file %s\n", argv[1]);
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return 1;
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}
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rw::findChunk(&in, rw::ID_TEXDICTIONARY, NULL, NULL);
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rw::TexDictionary *txd;
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txd = rw::TexDictionary::streamRead(&in);
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assert(txd);
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in.close();
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rw::currentTexDictionary = txd;
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for(Texture *tex = txd->first; tex; tex = tex->next)
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tex->raster = xboxToD3d8(tex->raster);
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// for(Texture *tex = txd->first; tex; tex = tex->next)
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// tex->filterAddressing = (tex->filterAddressing&~0xF) | 0x2;
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rw::StreamFile out;
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if(argc > 2)
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out.open(argv[2], "wb");
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else
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out.open("out.txd", "wb");
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txd->streamWrite(&out);
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out.close();
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return 0;
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}
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