Пример #1
0
        public static void Write(BinaryWriter bw, bool writePalette, MipTexture texture)
        {
            bw.WriteFixedLengthString(Encoding.ASCII, NameLength, texture.Name);
            bw.Write((uint)texture.Width);
            bw.Write((uint)texture.Height);

            if (texture.NumMips == 0)
            {
                bw.Write((uint)0);
                bw.Write((uint)0);
                bw.Write((uint)0);
                bw.Write((uint)0);
                bw.Write((ushort)0);
                return;
            }

            uint currentOffset = NameLength + sizeof(uint) * 2 + sizeof(uint) * 4;

            for (int i = 0; i < 4; i++)
            {
                bw.Write((uint)currentOffset);
                currentOffset += (uint)texture.MipData[i].Length;
            }

            for (int i = 0; i < 4; i++)
            {
                bw.Write((byte[])texture.MipData[i]);
            }

            if (writePalette)
            {
                bw.Write((ushort)(texture.Palette.Length / 3));
                bw.Write((byte[])texture.Palette);
            }
        }
Пример #2
0
        public static MipTexture Read(BinaryReader br, bool readPalette)
        {
            long position = br.BaseStream.Position;

            MipTexture texture = new MipTexture();

            char[] name = br.ReadChars(NameLength);
            int    len  = Array.IndexOf(name, '\0');

            texture.Name = new string(name, 0, len < 0 ? name.Length : len);

            texture.Width  = br.ReadUInt32();
            texture.Height = br.ReadUInt32();
            uint[] offsets = new[] { br.ReadUInt32(), br.ReadUInt32(), br.ReadUInt32(), br.ReadUInt32() };

            if (offsets[0] == 0)
            {
                texture.NumMips = 0;
                texture.MipData = new byte[0][];
                texture.Palette = readPalette ? QuakePalette.Data : new byte[0];
                return(texture);
            }

            texture.NumMips = 4;
            texture.MipData = new byte[4][];

            int w = (int)texture.Width, h = (int)texture.Height;

            for (int i = 0; i < 4; i++)
            {
                br.BaseStream.Seek(position + offsets[i], SeekOrigin.Begin);
                texture.MipData[i] = br.ReadBytes(w * h);
                w /= 2;
                h /= 2;
            }

            if (readPalette)
            {
                ushort paletteSize = br.ReadUInt16();
                texture.Palette = br.ReadBytes(paletteSize * 3);
            }
            else
            {
                texture.Palette = QuakePalette.Data;
            }

            return(texture);
        }