boinc/image_libs/tgalib.cpp

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#include "tgalib.h"
tImageTGA *LoadTGA(const char *filename)
{
tImageTGA *pImageData = NULL; // This stores our important image data
WORD width = 0, height = 0; // The dimensions of the image
byte length = 0; // The length in bytes to the pixels
byte imageType = 0; // The image type (RLE, RGB, Alpha...)
byte bits = 0; // The bits per pixel for the image (16, 24, 32)
FILE *pFile = NULL; // The file pointer
int channels = 0; // The channels of the image (3 = RGA : 4 = RGBA)
int stride = 0; // The stride (channels * width)
int i = 0; // A counter
// This function loads in a TARGA (.TGA) file and returns its data to be
// used as a texture or what have you. This currently loads in a 16, 24
// and 32-bit targa file, along with RLE compressed files. Eventually you
// will want to do more error checking to make it more robust. This is
// also a perfect start to go into a modular class for an engine.
// Basically, how it works is, you read in the header information, then
// move your file pointer to the pixel data. Before reading in the pixel
// data, we check to see the if it's an RLE compressed image. This is because
// we will handle it different. If it isn't compressed, then we need another
// check to see if we need to convert it from 16-bit to 24 bit. 24-bit and
// 32-bit textures are very similar, so there's no need to do anything special.
// We do, however, read in an extra bit for each color.
// Open a file pointer to the targa file and check if it was found and opened
if((pFile = fopen(filename, "rb")) == NULL)
{
return NULL;
}
// Allocate the structure that will hold our eventual image data (must free it!)
pImageData = (tImageTGA*)malloc(sizeof(tImageTGA));
// Read in the length in bytes from the header to the pixel data
fread(&length, sizeof(byte), 1, pFile);
// Jump over one byte
fseek(pFile,1,SEEK_CUR);
// Read in the imageType (RLE, RGB, etc...)
fread(&imageType, sizeof(byte), 1, pFile);
// Skip past general information we don't care about
fseek(pFile, 9, SEEK_CUR);
// Read the width, height and bits per pixel (16, 24 or 32)
fread(&width, sizeof(WORD), 1, pFile);
fread(&height, sizeof(WORD), 1, pFile);
fread(&bits, sizeof(byte), 1, pFile);
// Now we move the file pointer to the pixel data
fseek(pFile, length + 1, SEEK_CUR);
// Check if the image is RLE compressed or not
if(imageType != TGA_RLE)
{
// Check if the image is a 24 or 32-bit image
if(bits == 24 || bits == 32)
{
// Calculate the channels (3 or 4) - (use bits >> 3 for more speed).
// Next, we calculate the stride and allocate enough memory for the pixels.
channels = bits / 8;
stride = channels * width;
pImageData->data = new unsigned char[stride * height];
// Load in all the pixel data line by line
for(int y = 0; y < height; y++)
{
// Store a pointer to the current line of pixels
unsigned char *pLine = &(pImageData->data[stride * y]);
// Read in the current line of pixels
fread(pLine, stride, 1, pFile);
// Go through all of the pixels and swap the B and R values since TGA
// files are stored as BGR instead of RGB (or use GL_BGR_EXT verses GL_RGB)
for(i = 0; i < stride; i += channels)
{
int temp = pLine[i];
pLine[i] = pLine[i + 2];
pLine[i + 2] = temp;
}
}
}
// Check if the image is a 16 bit image (RGB stored in 1 unsigned short)
else if(bits == 16)
{
unsigned short pixels = 0;
int r=0, g=0, b=0;
// Since we convert 16-bit images to 24 bit, we hardcode the channels to 3.
// We then calculate the stride and allocate memory for the pixels.
channels = 3;
stride = channels * width;
pImageData->data = new unsigned char[stride * height];
// Load in all the pixel data pixel by pixel
for(int i = 0; i < width*height; i++)
{
// Read in the current pixel
fread(&pixels, sizeof(unsigned short), 1, pFile);
// To convert a 16-bit pixel into an R, G, B, we need to
// do some masking and such to isolate each color value.
// 0x1f = 11111 in binary, so since 5 bits are reserved in
// each unsigned short for the R, G and B, we bit shift and mask
// to find each value. We then bit shift up by 3 to get the full color.
b = (pixels & 0x1f) << 3;
g = ((pixels >> 5) & 0x1f) << 3;
r = ((pixels >> 10) & 0x1f) << 3;
// This essentially assigns the color to our array and swaps the
// B and R values at the same time.
pImageData->data[i * 3 + 0] = r;
pImageData->data[i * 3 + 1] = g;
pImageData->data[i * 3 + 2] = b;
}
}
// Else return a NULL for a bad or unsupported pixel format
else
return NULL;
}
// Else, it must be Run-Length Encoded (RLE)
else
{
// First, let me explain real quickly what RLE is.
// For further information, check out Paul Bourke's intro article at:
// http://astronomy.swin.edu.au/~pbourke/dataformats/rle/
//
// Anyway, we know that RLE is a basic type compression. It takes
// colors that are next to each other and then shrinks that info down
// into the color and a integer that tells how much of that color is used.
// For instance:
// aaaaabbcccccccc would turn into a5b2c8
// Well, that's fine and dandy and all, but how is it down with RGB colors?
// Simple, you read in an color count (rleID), and if that number is less than 128,
// it does NOT have any optimization for those colors, so we just read the next
// pixels normally. Say, the color count was 28, we read in 28 colors like normal.
// If the color count is over 128, that means that the next color is optimized and
// we want to read in the same pixel color for a count of (colorCount - 127).
// It's 127 because we add 1 to the color count, as you'll notice in the code.
// Create some variables to hold the rleID, current colors read, channels, & stride.
byte rleID = 0;
int colorsRead = 0;
channels = bits / 8;
stride = channels * width;
// Next we want to allocate the memory for the pixels and create an array,
// depending on the channel count, to read in for each pixel.
pImageData->data = new unsigned char[stride * height];
byte *pColors = new byte [channels];
// Load in all the pixel data
while(i < width*height)
{
// Read in the current color count + 1
fread(&rleID, sizeof(byte), 1, pFile);
// Check if we don't have an encoded string of colors
if(rleID < 128)
{
// Increase the count by 1
rleID++;
// Go through and read all the unique colors found
while(rleID)
{
// Read in the current color
fread(pColors, sizeof(byte) * channels, 1, pFile);
// Store the current pixel in our image array
pImageData->data[colorsRead + 0] = pColors[2];
pImageData->data[colorsRead + 1] = pColors[1];
pImageData->data[colorsRead + 2] = pColors[0];
// If we have a 4 channel 32-bit image, assign one more for the alpha
if(bits == 32)
pImageData->data[colorsRead + 3] = pColors[3];
// Increase the current pixels read, decrease the amount
// of pixels left, and increase the starting index for the next pixel.
i++;
rleID--;
colorsRead += channels;
}
}
// Else, let's read in a string of the same character
else
{
// Minus the 128 ID + 1 (127) to get the color count that needs to be read
rleID -= 127;
// Read in the current color, which is the same for a while
fread(pColors, sizeof(byte) * channels, 1, pFile);
// Go and read as many pixels as are the same
while(rleID)
{
// Assign the current pixel to the current index in our pixel array
pImageData->data[colorsRead + 0] = pColors[2];
pImageData->data[colorsRead + 1] = pColors[1];
pImageData->data[colorsRead + 2] = pColors[0];
// If we have a 4 channel 32-bit image, assign one more for the alpha
if(bits == 32)
pImageData->data[colorsRead + 3] = pColors[3];
// Increase the current pixels read, decrease the amount
// of pixels left, and increase the starting index for the next pixel.
i++;
rleID--;
colorsRead += channels;
}
}
}
// Free up pColors
delete[] pColors;
}
// Close the file pointer that opened the file
fclose(pFile);
// Fill in our tImageTGA structure to pass back
pImageData->channels = channels;
pImageData->sizeX = width;
pImageData->sizeY = height;
// Return the TGA data (remember, you must free this data after you are done)
return pImageData;
}