Files
UnrealEngineUWP/Engine/Source/Runtime/ImageWrapper/Private/BmpImageWrapper.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

240 lines
7.4 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "BmpImageWrapper.h"
#include "ImageWrapperPrivate.h"
#include "BmpImageSupport.h"
/**
* BMP image wrapper class.
* This code was adapted from UTextureFactory::ImportTexture, but has not been throughly tested.
*/
FBmpImageWrapper::FBmpImageWrapper(bool bInHasHeader, bool bInHalfHeight)
: FImageWrapperBase()
, bHasHeader(bInHasHeader)
, bHalfHeight(bInHalfHeight)
{
}
void FBmpImageWrapper::Compress( int32 Quality )
{
checkf(false, TEXT("BMP compression not supported"));
}
void FBmpImageWrapper::Uncompress( const ERGBFormat::Type InFormat, const int32 InBitDepth )
{
const uint8* Buffer = CompressedData.GetData();
if( !bHasHeader || ((CompressedData.Num()>=sizeof(FBitmapFileHeader)+sizeof(FBitmapInfoHeader)) && Buffer[0]=='B' && Buffer[1]=='M') )
{
UncompressBMPData(InFormat, InBitDepth);
}
}
void FBmpImageWrapper::UncompressBMPData( const ERGBFormat::Type InFormat, const int32 InBitDepth )
{
const uint8* Buffer = CompressedData.GetData();
const FBitmapInfoHeader* bmhdr = NULL;
const uint8* Bits = NULL;
if(bHasHeader)
{
bmhdr = (FBitmapInfoHeader *)(Buffer + sizeof(FBitmapFileHeader));
Bits = Buffer + ((FBitmapFileHeader *)Buffer)->bfOffBits;
}
else
{
bmhdr = (FBitmapInfoHeader *)Buffer;
Bits = Buffer + sizeof(FBitmapInfoHeader);
}
if( bmhdr->biCompression != BCBI_RGB )
{
UE_LOG(LogImageWrapper, Error, TEXT("RLE compression of BMP images not supported") );
return;
}
if( bmhdr->biPlanes==1 && bmhdr->biBitCount==8 )
{
// Do palette.
const uint8* bmpal = (uint8*)CompressedData.GetData() + sizeof(FBitmapFileHeader) + sizeof(FBitmapInfoHeader);
// Set texture properties.
Width = bmhdr->biWidth;
const bool bNegativeHeight = (bmhdr->biHeight < 0);
Height = FMath::Abs(bHalfHeight ? bmhdr->biHeight / 2 : bmhdr->biHeight);
Format = ERGBFormat::BGRA;
RawData.Empty(Height * Width * 4);
RawData.AddUninitialized(Height * Width * 4);
FColor* ImageData = (FColor*)RawData.GetData();
// If the number for color palette entries is 0, we need to default to 2^biBitCount entries. In this case 2^8 = 256
int32 clrPaletteCount = bmhdr->biClrUsed ? bmhdr->biClrUsed : 256;
TArray<FColor> Palette;
for( int32 i=0; i<clrPaletteCount; i++ )
Palette.Add(FColor( bmpal[i*4+2], bmpal[i*4+1], bmpal[i*4+0], 255 ));
while( Palette.Num()<256 )
Palette.Add(FColor(0,0,0,255));
// Copy scanlines, accounting for scanline direction according to the Height field.
const int32 SrcStride = Align(Width, 4);
const int32 SrcPtrDiff = bNegativeHeight ? SrcStride : -SrcStride;
const uint8* SrcPtr = Bits + (bNegativeHeight ? 0 : Height - 1) * SrcStride;
for (int32 Y = 0; Y < Height; Y++)
{
for (int32 X = 0; X < Width; X++)
{
*ImageData++ = Palette[SrcPtr[X]];
}
SrcPtr += SrcPtrDiff;
}
}
else if( bmhdr->biPlanes==1 && bmhdr->biBitCount==24 )
{
// Set texture properties.
Width = bmhdr->biWidth;
const bool bNegativeHeight = (bmhdr->biHeight < 0);
Height = FMath::Abs(bHalfHeight ? bmhdr->biHeight / 2 : bmhdr->biHeight);
Format = ERGBFormat::BGRA;
RawData.Empty(Height * Width * 4);
RawData.AddUninitialized(Height * Width * 4);
uint8* ImageData = RawData.GetData();
// Copy scanlines, accounting for scanline direction according to the Height field.
const int32 SrcStride = Align(Width * 3, 4);
const int32 SrcPtrDiff = bNegativeHeight ? SrcStride : -SrcStride;
const uint8* SrcPtr = Bits + (bNegativeHeight ? 0 : Height - 1) * SrcStride;
for (int32 Y = 0; Y < Height; Y++)
{
const uint8* SrcRowPtr = SrcPtr;
for (int32 X = 0; X < Width; X++)
{
*ImageData++ = *SrcRowPtr++;
*ImageData++ = *SrcRowPtr++;
*ImageData++ = *SrcRowPtr++;
*ImageData++ = 0xFF;
}
SrcPtr += SrcPtrDiff;
}
}
else if( bmhdr->biPlanes==1 && bmhdr->biBitCount==32 )
{
// Set texture properties.
Width = bmhdr->biWidth;
const bool bNegativeHeight = (bmhdr->biHeight < 0);
Height = FMath::Abs(bHalfHeight ? bmhdr->biHeight / 2 : bmhdr->biHeight);
Format = ERGBFormat::BGRA;
RawData.Empty(Height * Width * 4);
RawData.AddUninitialized(Height * Width * 4);
uint8* ImageData = RawData.GetData();
// Copy scanlines, accounting for scanline direction according to the Height field.
const int32 SrcStride = Width * 4;
const int32 SrcPtrDiff = bNegativeHeight ? SrcStride : -SrcStride;
const uint8* SrcPtr = Bits + (bNegativeHeight ? 0 : Height - 1) * SrcStride;
for (int32 Y = 0; Y < Height; Y++)
{
const uint8* SrcRowPtr = SrcPtr;
for (int32 X = 0; X < Width; X++)
{
*ImageData++ = *SrcRowPtr++;
*ImageData++ = *SrcRowPtr++;
*ImageData++ = *SrcRowPtr++;
*ImageData++ = *SrcRowPtr++;
}
SrcPtr += SrcPtrDiff;
}
}
else if( bmhdr->biPlanes==1 && bmhdr->biBitCount==16 )
{
UE_LOG(LogImageWrapper, Error, TEXT("BMP 16 bit format no longer supported. Use terrain tools for importing/exporting heightmaps.") );
}
else
{
UE_LOG(LogImageWrapper, Error, TEXT("BMP uses an unsupported format (%i/%i)"), bmhdr->biPlanes, bmhdr->biBitCount );
}
}
bool FBmpImageWrapper::SetCompressed( const void* InCompressedData, int32 InCompressedSize )
{
bool bResult = FImageWrapperBase::SetCompressed( InCompressedData, InCompressedSize );
return bResult && (bHasHeader ? LoadBMPHeader() : LoadBMPInfoHeader()); // Fetch the variables from the header info
}
bool FBmpImageWrapper::LoadBMPHeader()
{
const FBitmapInfoHeader* bmhdr = (FBitmapInfoHeader *)(CompressedData.GetData() + sizeof(FBitmapFileHeader));
const FBitmapFileHeader* bmf = (FBitmapFileHeader *)(CompressedData.GetData() + 0);
if( (CompressedData.Num() >= sizeof(FBitmapFileHeader) + sizeof(FBitmapInfoHeader)) && CompressedData.GetData()[0] == 'B' && CompressedData.GetData()[1] == 'M' )
{
if( bmhdr->biCompression != BCBI_RGB )
{
UE_LOG(LogImageWrapper, Error, TEXT("RLE compression of BMP images not supported"));
return false;
}
if( bmhdr->biPlanes==1 && ( bmhdr->biBitCount==8 || bmhdr->biBitCount==24 || bmhdr->biBitCount==32 ) )
{
// Set texture properties.
Width = bmhdr->biWidth;
Height = FMath::Abs(bmhdr->biHeight);
Format = ERGBFormat::BGRA;
BitDepth = bmhdr->biBitCount;
return true;
}
else if (bmhdr->biPlanes == 1 && bmhdr->biBitCount == 16)
{
UE_LOG(LogImageWrapper, Error, TEXT("BMP 16 bit format no longer supported. Use terrain tools for importing/exporting heightmaps."));
}
else
{
UE_LOG(LogImageWrapper, Error, TEXT("BMP uses an unsupported format (%i/%i)"), bmhdr->biPlanes, bmhdr->biBitCount);
}
}
return false;
}
bool FBmpImageWrapper::LoadBMPInfoHeader()
{
const FBitmapInfoHeader* bmhdr = (FBitmapInfoHeader *)CompressedData.GetData();
if( bmhdr->biCompression != BCBI_RGB )
{
UE_LOG(LogImageWrapper, Error, TEXT("RLE compression of BMP images not supported"));
return false;
}
if( bmhdr->biPlanes==1 && ( bmhdr->biBitCount==8 || bmhdr->biBitCount==24 || bmhdr->biBitCount==32 ) )
{
// Set texture properties.
Width = bmhdr->biWidth;
Height = FMath::Abs(bmhdr->biHeight);
Format = ERGBFormat::BGRA;
BitDepth = bmhdr->biBitCount;
return true;
}
else if (bmhdr->biPlanes == 1 && bmhdr->biBitCount == 16)
{
UE_LOG(LogImageWrapper, Error, TEXT("BMP 16 bit format no longer supported. Use terrain tools for importing/exporting heightmaps."));
}
else
{
UE_LOG(LogImageWrapper, Error, TEXT("BMP uses an unsupported format (%i/%i)"), bmhdr->biPlanes, bmhdr->biBitCount);
}
return false;
}