mirror of
https://github.com/SabreTools/BinaryObjectScanner.git
synced 2026-02-08 13:49:47 +00:00
251 lines
7.8 KiB
C#
251 lines
7.8 KiB
C#
using System.IO;
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using System.Linq;
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using System.Text;
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using BinaryObjectScanner.Models.BSP;
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using BinaryObjectScanner.Utilities;
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using static BinaryObjectScanner.Models.BSP.Constants;
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namespace BinaryObjectScanner.Builders
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{
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public static class BSP
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{
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#region Byte Data
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/// <summary>
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/// Parse a byte array into a Half-Life Level
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/// </summary>
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/// <param name="data">Byte array to parse</param>
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/// <param name="offset">Offset into the byte array</param>
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/// <returns>Filled Half-Life Level on success, null on error</returns>
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public static Models.BSP.File ParseFile(byte[] data, int offset)
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{
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// If the data is invalid
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if (data == null)
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return null;
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// If the offset is out of bounds
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if (offset < 0 || offset >= data.Length)
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return null;
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// Create a memory stream and parse that
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MemoryStream dataStream = new MemoryStream(data, offset, data.Length - offset);
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return ParseFile(dataStream);
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}
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#endregion
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#region Stream Data
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/// <summary>
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/// Parse a Stream into a Half-Life Level
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Level on success, null on error</returns>
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public static Models.BSP.File ParseFile(Stream data)
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{
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// If the data is invalid
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if (data == null || data.Length == 0 || !data.CanSeek || !data.CanRead)
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return null;
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// If the offset is out of bounds
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if (data.Position < 0 || data.Position >= data.Length)
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return null;
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// Cache the current offset
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int initialOffset = (int)data.Position;
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// Create a new Half-Life Level to fill
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var file = new Models.BSP.File();
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#region Header
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// Try to parse the header
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var header = ParseHeader(data);
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if (header == null)
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return null;
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// Set the level header
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file.Header = header;
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#endregion
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#region Lumps
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// Create the lump array
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file.Lumps = new Lump[HL_BSP_LUMP_COUNT];
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// Try to parse the lumps
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for (int i = 0; i < HL_BSP_LUMP_COUNT; i++)
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{
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var lump = ParseLump(data);
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file.Lumps[i] = lump;
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}
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#endregion
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#region Texture header
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// Try to get the texture header lump
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var textureDataLump = file.Lumps[HL_BSP_LUMP_TEXTUREDATA];
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if (textureDataLump.Offset == 0 || textureDataLump.Length == 0)
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return null;
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// Seek to the texture header
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data.Seek(textureDataLump.Offset, SeekOrigin.Begin);
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// Try to parse the texture header
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var textureHeader = ParseTextureHeader(data);
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if (textureHeader == null)
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return null;
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// Set the texture header
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file.TextureHeader = textureHeader;
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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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/// <summary>
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/// Parse a Stream into a Half-Life Level header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Level header on success, null on error</returns>
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private static Header ParseHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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Header header = new Header();
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// Only recognized versions are 29 and 30
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header.Version = data.ReadUInt32();
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if (header.Version != 29 && header.Version != 30)
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return null;
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return header;
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}
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/// <summary>
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/// Parse a Stream into a lump
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled lump on success, null on error</returns>
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private static Lump ParseLump(Stream data)
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{
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// TODO: Use marshalling here instead of building
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Lump lump = new Lump();
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lump.Offset = data.ReadUInt32();
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lump.Length = data.ReadUInt32();
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return lump;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Level texture header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Level texture header on success, null on error</returns>
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private static TextureHeader ParseTextureHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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TextureHeader textureHeader = new TextureHeader();
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textureHeader.TextureCount = data.ReadUInt32();
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var offsets = new uint[textureHeader.TextureCount];
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for (int i = 0; i < textureHeader.TextureCount; i++)
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{
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offsets[i] = data.ReadUInt32();
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}
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textureHeader.Offsets = offsets;
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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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