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https://github.com/SabreTools/BinaryObjectScanner.git
synced 2026-10-01 03:01:43 +00:00
Add BSP extraction
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@@ -1,4 +1,6 @@
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using System.IO;
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using System.Linq;
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using System.Text;
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using BurnOutSharp.Models.BSP;
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using BurnOutSharp.Utilities;
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@@ -124,6 +126,28 @@ namespace BurnOutSharp.Builders
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#endregion
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#region Textures
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// Create the texture array
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file.Textures = new Texture[textureHeader.TextureCount];
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// Try to parse the textures
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for (int i = 0; i < textureHeader.TextureCount; i++)
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{
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// Get the texture offset
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int offset = (int)(textureHeader.Offsets[i] + file.Lumps[HL_BSP_LUMP_TEXTUREDATA].Offset);
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if (offset < 0 || offset >= data.Length)
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continue;
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// Seek to the texture
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data.Seek(offset, SeekOrigin.Begin);
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var texture = ParseTexture(data);
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file.Textures[i] = texture;
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}
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#endregion
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return file;
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}
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@@ -185,6 +209,65 @@ namespace BurnOutSharp.Builders
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return textureHeader;
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}
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/// <summary>
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/// Parse a Stream into a texture
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <param name="mipmap">Mipmap level</param>
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/// <returns>Filled texture on success, null on error</returns>
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private static Texture ParseTexture(Stream data, uint mipmap = 0)
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{
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// TODO: Use marshalling here instead of building
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Texture texture = new Texture();
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byte[] name = data.ReadBytes(16).TakeWhile(c => c != '\0').ToArray();
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texture.Name = Encoding.ASCII.GetString(name);
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texture.Width = data.ReadUInt32();
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texture.Height = data.ReadUInt32();
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texture.Offsets = new uint[4];
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for (int i = 0; i < 4; i++)
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{
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texture.Offsets[i] = data.ReadUInt32();
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}
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// Get the size of the pixel data
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uint pixelSize = 0;
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for (int i = 0; i < HL_BSP_MIPMAP_COUNT; i++)
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{
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if (texture.Offsets[i] != 0)
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{
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pixelSize += (texture.Width >> i) * (texture.Height >> i);
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}
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}
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// If we have no pixel data
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if (pixelSize == 0)
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return texture;
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texture.TextureData = data.ReadBytes((int)pixelSize);
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texture.PaletteSize = data.ReadUInt16();
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texture.PaletteData = data.ReadBytes((int)(texture.PaletteSize * 3));
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// Adjust the dimensions based on mipmap level
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switch (mipmap)
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{
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case 1:
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texture.Width /= 2;
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texture.Height /= 2;
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break;
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case 2:
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texture.Width /= 4;
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texture.Height /= 4;
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break;
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case 3:
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texture.Width /= 8;
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texture.Height /= 8;
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break;
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}
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return texture;
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}
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#endregion
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}
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}
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