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feat(editor): BLP→PNG texture export for open format zones
- TextureExporter: converts Blizzard BLP textures to standard PNG for fully open redistribution of custom zones - collectUsedTextures(): finds all texture paths referenced by terrain - exportTexturesAsPng(): loads BLP via asset manager, writes RGBA PNG using stb_image_write to output/MapName/textures/ - Zone export now automatically converts all used textures to PNG - Client's PNG override system already loads these automatically (checks for .png alongside .blp before loading) Format replacement progress: - DONE: ADT→WOT/WHM (terrain) - DONE: WDT→zone.json (map definition) - DONE: BLP→PNG (textures — auto-exported on zone save) - TODO: DBC→JSON, M2→open model, WMO→open building
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64
tools/editor/texture_exporter.cpp
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64
tools/editor/texture_exporter.cpp
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#include "texture_exporter.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/blp_loader.hpp"
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#include "core/logger.hpp"
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#include <filesystem>
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#include <algorithm>
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include "stb_image_write.h"
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namespace wowee {
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namespace editor {
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std::vector<std::string> TextureExporter::collectUsedTextures(const pipeline::ADTTerrain& terrain) {
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std::unordered_set<std::string> unique;
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for (const auto& tex : terrain.textures)
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unique.insert(tex);
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std::vector<std::string> result(unique.begin(), unique.end());
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std::sort(result.begin(), result.end());
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return result;
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}
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int TextureExporter::exportTexturesAsPng(pipeline::AssetManager* am,
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const std::vector<std::string>& texturePaths,
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const std::string& outputDir) {
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namespace fs = std::filesystem;
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int exported = 0;
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for (const auto& texPath : texturePaths) {
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auto blpImage = am->loadTexture(texPath);
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if (!blpImage.isValid()) {
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LOG_WARNING("Texture not found or invalid: ", texPath);
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continue;
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}
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// Build output path: replace backslashes, change .blp to .png
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std::string outPath = texPath;
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std::replace(outPath.begin(), outPath.end(), '\\', '/');
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// Lowercase
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std::transform(outPath.begin(), outPath.end(), outPath.begin(),
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[](unsigned char c) { return std::tolower(c); });
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// Change extension
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auto dotPos = outPath.rfind('.');
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if (dotPos != std::string::npos)
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outPath = outPath.substr(0, dotPos) + ".png";
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std::string fullPath = outputDir + "/" + outPath;
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fs::create_directories(fs::path(fullPath).parent_path());
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// Write RGBA data as PNG
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if (stbi_write_png(fullPath.c_str(), blpImage.width, blpImage.height, 4,
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blpImage.data.data(), blpImage.width * 4)) {
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exported++;
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} else {
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LOG_WARNING("Failed to write PNG: ", fullPath);
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}
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}
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LOG_INFO("Exported ", exported, "/", texturePaths.size(), " textures as PNG to ", outputDir);
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return exported;
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}
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} // namespace editor
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} // namespace wowee
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