using System; using System.Drawing; using System.Drawing.Imaging; using System.Runtime.InteropServices; namespace PckStudio.Core.IO._3DST { /// /// Format of the texture used on the PICA200. /// public enum _3DSTextureFormat { argb8 = 0, rgb8 = 1, rgba5551 = 2, rgb565 = 3, rgba4 = 4, la8 = 5, hilo8 = 6, l8 = 7, a8 = 8, la4 = 9, l4 = 0xa, a4 = 0xb, etc1 = 0xc, etc1a4 = 0xd, dontCare } class TextureCodec { private static readonly int[] tileOrder = { 0, 1, 8, 9, 2, 3, 10, 11, 16, 17, 24, 25, 18, 19, 26, 27, 4, 5, 12, 13, 6, 7, 14, 15, 20, 21, 28, 29, 22, 23, 30, 31, 32, 33, 40, 41, 34, 35, 42, 43, 48, 49, 56, 57, 50, 51, 58, 59, 36, 37, 44, 45, 38, 39, 46, 47, 52, 53, 60, 61, 54, 55, 62, 63 }; private static readonly int[,] etc1LUT = { { 2, 8, -2, -8 }, { 5, 17, -5, -17 }, { 9, 29, -9, -29 }, { 13, 42, -13, -42 }, { 18, 60, -18, -60 }, { 24, 80, -24, -80 }, { 33, 106, -33, -106 }, { 47, 183, -47, -183 } }; private static class TextureConverter { /// /// Gets a Bitmap from a RGBA8 Texture buffer. /// /// The Buffer /// Width of the Texture /// Height of the Texture /// public static Bitmap ToBitmap(byte[] array, int width, int height) { Bitmap img = new Bitmap(width, height, PixelFormat.Format32bppArgb); BitmapData imgData = img.LockBits(new Rectangle(0, 0, img.Width, img.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb); Marshal.Copy(array, 0, imgData.Scan0, array.Length); img.UnlockBits(imgData); return img; } /// /// Gets a RGBA8 Texture Buffer from a Bitmap. /// /// The Bitmap /// public static byte[] ToArray(Bitmap img) { BitmapData imgData = img.LockBits(new Rectangle(0, 0, img.Width, img.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); byte[] array = new byte[imgData.Stride * img.Height]; Marshal.Copy(imgData.Scan0, array, 0, array.Length); img.UnlockBits(imgData); return array; } } /// /// Decodes a PICA200 Texture. /// /// Buffer with the Texture /// Width of the Texture /// Height of the Texture /// Pixel Format of the Texture /// public static Bitmap Decode(byte[] data, int width, int height, _3DSTextureFormat format) { byte[] output = new byte[width * height * 4]; int dataOffset = 0; bool toggle = false; switch (format) { case _3DSTextureFormat.argb8: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; int outputOffset = ((tX * 8 + x) + ((tY * 8 + y) * width)) * 4; Buffer.BlockCopy(data, dataOffset + 1, output, outputOffset, 3); output[outputOffset + 3] = data[dataOffset]; dataOffset += 4; } } } break; case _3DSTextureFormat.rgb8: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + ((tY * 8 + y) * width)) * 4; Buffer.BlockCopy(data, dataOffset, output, (int)outputOffset, 3); output[outputOffset + 3] = 0xff; dataOffset += 3; } } } break; case _3DSTextureFormat.rgba5551: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; ushort pixelData = (ushort)(data[dataOffset] | (data[dataOffset + 1] << 8)); byte r = (byte)(((pixelData >> 1) & 0x1f) << 3); byte g = (byte)(((pixelData >> 6) & 0x1f) << 3); byte b = (byte)(((pixelData >> 11) & 0x1f) << 3); byte a = (byte)((pixelData & 1) * 0xff); output[outputOffset] = (byte)(r | (r >> 5)); output[outputOffset + 1] = (byte)(g | (g >> 5)); output[outputOffset + 2] = (byte)(b | (b >> 5)); output[outputOffset + 3] = a; dataOffset += 2; } } } break; case _3DSTextureFormat.rgb565: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; ushort pixelData = (ushort)(data[dataOffset] | (data[dataOffset + 1] << 8)); byte r = (byte)((pixelData & 0x1f) << 3); byte g = (byte)(((pixelData >> 5) & 0x3f) << 2); byte b = (byte)(((pixelData >> 11) & 0x1f) << 3); output[outputOffset] = (byte)(r | (r >> 5)); output[outputOffset + 1] = (byte)(g | (g >> 6)); output[outputOffset + 2] = (byte)(b | (b >> 5)); output[outputOffset + 3] = 0xff; dataOffset += 2; } } } break; case _3DSTextureFormat.rgba4: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; ushort pixelData = (ushort)(data[dataOffset] | (data[dataOffset + 1] << 8)); byte r = (byte)((pixelData >> 4) & 0xf); byte g = (byte)((pixelData >> 8) & 0xf); byte b = (byte)((pixelData >> 12) & 0xf); byte a = (byte)(pixelData & 0xf); output[outputOffset] = (byte)(r | (r << 4)); output[outputOffset + 1] = (byte)(g | (g << 4)); output[outputOffset + 2] = (byte)(b | (b << 4)); output[outputOffset + 3] = (byte)(a | (a << 4)); dataOffset += 2; } } } break; case _3DSTextureFormat.la8: case _3DSTextureFormat.hilo8: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; output[outputOffset] = data[dataOffset]; output[outputOffset + 1] = data[dataOffset]; output[outputOffset + 2] = data[dataOffset]; output[outputOffset + 3] = data[dataOffset + 1]; dataOffset += 2; } } } break; case _3DSTextureFormat.l8: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; output[outputOffset] = data[dataOffset]; output[outputOffset + 1] = data[dataOffset]; output[outputOffset + 2] = data[dataOffset]; output[outputOffset + 3] = 0xff; dataOffset++; } } } break; case _3DSTextureFormat.a8: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; output[outputOffset] = 0xff; output[outputOffset + 1] = 0xff; output[outputOffset + 2] = 0xff; output[outputOffset + 3] = data[dataOffset]; dataOffset++; } } } break; case _3DSTextureFormat.la4: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; output[outputOffset] = (byte)(data[dataOffset] >> 4); output[outputOffset + 1] = (byte)(data[dataOffset] >> 4); output[outputOffset + 2] = (byte)(data[dataOffset] >> 4); output[outputOffset + 3] = (byte)(data[dataOffset] & 0xf); dataOffset++; } } } break; case _3DSTextureFormat.l4: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; byte c = toggle ? (byte)((data[dataOffset++] & 0xf0) >> 4) : (byte)(data[dataOffset] & 0xf); toggle = !toggle; c = (byte)((c << 4) | c); output[outputOffset] = c; output[outputOffset + 1] = c; output[outputOffset + 2] = c; output[outputOffset + 3] = 0xff; } } } break; case _3DSTextureFormat.a4: for (int tY = 0; tY < height / 8; tY++) { for (int tX = 0; tX < width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4; output[outputOffset] = 0xff; output[outputOffset + 1] = 0xff; output[outputOffset + 2] = 0xff; byte a = toggle ? (byte)((data[dataOffset++] & 0xf0) >> 4) : (byte)(data[dataOffset] & 0xf); toggle = !toggle; output[outputOffset + 3] = (byte)((a << 4) | a); } } } break; case _3DSTextureFormat.etc1: case _3DSTextureFormat.etc1a4: byte[] decodedData = etc1Decode(data, width, height, format == _3DSTextureFormat.etc1a4); int[] etc1Order = etc1Scramble(width, height); int i = 0; for (int tY = 0; tY < height / 4; tY++) { for (int tX = 0; tX < width / 4; tX++) { int TX = etc1Order[i] % (width / 4); int TY = (etc1Order[i] - TX) / (width / 4); for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { dataOffset = ((TX * 4) + x + (((TY * 4) + y) * width)) * 4; long outputOffset = ((tX * 4) + x + (((tY * 4 + y)) * width)) * 4; Buffer.BlockCopy(decodedData, (int)dataOffset, output, (int)outputOffset, 4); } } i += 1; } } break; } return TextureConverter.ToBitmap(output, width, height); } /// /// Encodes a PICA200 Texture. /// /// Input image to be encoded /// Pixel Format of the Texture /// public static byte[] Encode(Bitmap img, _3DSTextureFormat format) { byte[] data = TextureConverter.ToArray(img); byte[] output = new byte[data.Length]; int outputOffset = 0; switch (format) { case _3DSTextureFormat.argb8: for (int tY = 0; tY < img.Height / 8; tY++) { for (int tX = 0; tX < img.Width / 8; tX++) { for (int pixel = 0; pixel < 64; pixel++) { int x = tileOrder[pixel] % 8; int y = (tileOrder[pixel] - x) / 8; int dataOffset = ((tX * 8) + x + (tY * 8 + y) * img.Width) * 4; Buffer.BlockCopy(data, dataOffset, output, outputOffset + 1, 3); output[outputOffset] = data[dataOffset + 3]; outputOffset += 4; } } } break; default: throw new NotImplementedException(nameof(format)); } return output; } #region "ETC1" private static byte[] etc1Decode(byte[] input, int width, int height, bool alpha) { byte[] output = new byte[(width * height * 4)]; long offset = 0; for (int y = 0; y < height / 4; y++) { for (int x = 0; x < width / 4; x++) { byte[] colorBlock = new byte[8]; byte[] alphaBlock = new byte[8]; if (alpha) { for (int i = 0; i < 8; i++) { colorBlock[7 - i] = input[offset + 8 + i]; alphaBlock[i] = input[offset + i]; } offset += 16; } else { for (int i = 0; i < 8; i++) { colorBlock[7 - i] = input[offset + i]; alphaBlock[i] = 0xff; } offset += 8; } colorBlock = etc1DecodeBlock(colorBlock); bool toggle = false; long alphaOffset = 0; for (int tX = 0; tX < 4; tX++) { for (int tY = 0; tY < 4; tY++) { int outputOffset = (x * 4 + tX + ((y * 4 + tY) * width)) * 4; int blockOffset = (tX + (tY * 4)) * 4; Buffer.BlockCopy(colorBlock, blockOffset, output, outputOffset, 3); byte a = toggle ? (byte)((alphaBlock[alphaOffset++] & 0xf0) >> 4) : (byte)(alphaBlock[alphaOffset] & 0xf); output[outputOffset + 3] = (byte)((a << 4) | a); toggle = !toggle; } } } } return output; } private static byte[] etc1DecodeBlock(byte[] data) { uint blockTop = BitConverter.ToUInt32(data, 0); uint blockBottom = BitConverter.ToUInt32(data, 4); bool flip = (blockTop & 0x1000000) > 0; bool difference = (blockTop & 0x2000000) > 0; uint r1, g1, b1; uint r2, g2, b2; if (difference) { r1 = blockTop & 0xf8; g1 = (blockTop & 0xf800) >> 8; b1 = (blockTop & 0xf80000) >> 16; r2 = (uint)((sbyte)(r1 >> 3) + ((sbyte)((blockTop & 7) << 5) >> 5)); g2 = (uint)((sbyte)(g1 >> 3) + ((sbyte)((blockTop & 0x700) >> 3) >> 5)); b2 = (uint)((sbyte)(b1 >> 3) + ((sbyte)((blockTop & 0x70000) >> 11) >> 5)); r1 |= r1 >> 5; g1 |= g1 >> 5; b1 |= b1 >> 5; r2 = (r2 << 3) | (r2 >> 2); g2 = (g2 << 3) | (g2 >> 2); b2 = (b2 << 3) | (b2 >> 2); } else { r1 = blockTop & 0xf0; g1 = (blockTop & 0xf000) >> 8; b1 = (blockTop & 0xf00000) >> 16; r2 = (blockTop & 0xf) << 4; g2 = (blockTop & 0xf00) >> 4; b2 = (blockTop & 0xf0000) >> 12; r1 |= r1 >> 4; g1 |= g1 >> 4; b1 |= b1 >> 4; r2 |= r2 >> 4; g2 |= g2 >> 4; b2 |= b2 >> 4; } uint table1 = (blockTop >> 29) & 7; uint table2 = (blockTop >> 26) & 7; byte[] output = new byte[(4 * 4 * 4)]; if (!flip) { for (int y = 0; y <= 3; y++) { for (int x = 0; x <= 1; x++) { Color color1 = etc1Pixel(r1, g1, b1, x, y, blockBottom, table1); Color color2 = etc1Pixel(r2, g2, b2, x + 2, y, blockBottom, table2); int offset1 = (y * 4 + x) * 4; output[offset1] = color1.B; output[offset1 + 1] = color1.G; output[offset1 + 2] = color1.R; int offset2 = (y * 4 + x + 2) * 4; output[offset2] = color2.B; output[offset2 + 1] = color2.G; output[offset2 + 2] = color2.R; } } } else { for (int y = 0; y <= 1; y++) { for (int x = 0; x <= 3; x++) { Color color1 = etc1Pixel(r1, g1, b1, x, y, blockBottom, table1); Color color2 = etc1Pixel(r2, g2, b2, x, y + 2, blockBottom, table2); int offset1 = (y * 4 + x) * 4; output[offset1] = color1.B; output[offset1 + 1] = color1.G; output[offset1 + 2] = color1.R; int offset2 = ((y + 2) * 4 + x) * 4; output[offset2] = color2.B; output[offset2 + 1] = color2.G; output[offset2 + 2] = color2.R; } } } return output; } private static Color etc1Pixel(uint r, uint g, uint b, int x, int y, uint block, uint table) { int index = x * 4 + y; uint MSB = block << 1; int pixel = index < 8 ? etc1LUT[table, ((block >> (index + 24)) & 1) + ((MSB >> (index + 8)) & 2)] : etc1LUT[table, ((block >> (index + 8)) & 1) + ((MSB >> (index - 8)) & 2)]; r = saturate((int)(r + pixel)); g = saturate((int)(g + pixel)); b = saturate((int)(b + pixel)); return Color.FromArgb((int)r, (int)g, (int)b); } private static byte saturate(int value) { if (value > 0xff) return 0xff; if (value < 0) return 0; return (byte)(value & 0xff); } private static int[] etc1Scramble(int width, int height) { //Maybe theres a better way to do this? int[] tileScramble = new int[((width / 4) * (height / 4))]; int baseAccumulator = 0; int rowAccumulator = 0; int baseNumber = 0; int rowNumber = 0; for (int tile = 0; tile < tileScramble.Length; tile++) { if ((tile % (width / 4) == 0) && tile > 0) { if (rowAccumulator < 1) { rowAccumulator += 1; rowNumber += 2; baseNumber = rowNumber; } else { rowAccumulator = 0; baseNumber -= 2; rowNumber = baseNumber; } } tileScramble[tile] = baseNumber; if (baseAccumulator < 1) { baseAccumulator++; baseNumber++; } else { baseAccumulator = 0; baseNumber += 3; } } return tileScramble; } #endregion } }