mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/PCK-Studio.git
synced 2026-05-22 22:15:46 +00:00
* Add 'Validate Skin Dimension' setting * AddNewSkin - Fix cape box not showing after skin selection * Extended ResourceLocation for better atlas handling * ModelImporter - Add block bench export for models inside models.bin * ModelIporter - Rename 'GetPivot' to 'GetSkinBoxPivot' * ModelImporter - Fix ANIM2BOX to properly support slim skin models * ModelImporter - Update BedrockModel json class * ModelImporter - Update 'FixTexture' to be more generic * Update ModelContainer API inside OMI-Lib * Update skin vertex shader to not swap yz * Update CubeMesh class * SkinRenderer - Move framebuffer and error checking function to SceneViewport * SceneViewport - Change OnUpdate parameter * SkinRenderer - Fix Highlight part having wrong transform * SkinRenderer - Move call to 'SwapBuffers' into SceneViewport.OnUpdate * AppSettingsForm - Update API to be more flexible * SkinBOXExtensions - Update 'GetUVGraphicsPath' * SkinRenderer - Update 'OnUpdate' function * SkinRenderer - Add 'LockMousePosition' option * CustomSkinEditor - Update HighlightlingColor when selecting a part * CustomSkinEditor - Add render settings * CustomSkinEditor - Small non-technical changes * SkinRenderer - Small non-technical changes * CustomSkinEditor - Load render settings when 'OnLoad' is called * SkinRenderer - Fix centering leg0/1 * SkinRenderer - Update 'ReInitialzeSkinData' to upload new data to shader * Rename 'ModelImporter' -> 'SkinModelImporter' and add api interface to add custom import/export providers * CubeGroupMesh - Fix overlay parts not showing proerly * SkinRenderer - Fix part highlighting respecting inflate * Split up model and skin importer into seperate classes and improved api * IModelImportProvider - Add 'SupportImport' and 'SupportExport' property fields * ModelImporter - Rename 'SimpleSkinImportProvider' to 'InternalImportProvider' * modelTextureLocations.json - Add todo * SkinModelImporter - Move 'ModelTextureLocations' to GameModelImporter * CustomSkinEditor - Add SettingsManager for RenderSettings * ModelImporter::Import - Check if file exists * Rename 'modelTextureLocations' to 'modelMetaData' * GameModelImporter - Change blockbench name when exporting * SettingsManager - Add functionality to create internal settings object and add settings to it * GameModelImporter - Fully implemented game-model export to block bench * AppSettingsForm - Fix re-adding settings description to default settings * AppSettingsForm - Add settings description to 'ValidateImageDimension' * GameModelImporter - Add copyright notice and remove unnecessary using statements * ModelImporter - Add copyright notice and remove unnecessary using statements * BlockBenchModel - Fix Texture class json deserialization * SkinModelImporter - Add 'TryConvertToSkinBoxType' function * modelMetaData - Remove comments * SkinModelImporter - Fix 'GetSkinBoxPivot' function * SkinModelImporter - Add null check in 'FixTexture' function * SkinModelImporter - Add offset detection when importing skin model * CustomSkinEditor - Add 'export template' button * GameModelImporter - Rename 'ModelTextureLocations' -> 'ModelMetaData' * ModelImporter - Add summary to 'SupportedModelFileFormatsFilter' property * GameModelImporter - Change function signature of 'CreateElement' * GameModelImporter - Add options to create root outline * GameModelImporter - Update Debug message in 'TraverseChildren' * MainForm - Small code refactor * Rename class 'Meta' ->'BlockBenchFormatInfo' and update BlockBenchModel.Create function signature * MainForm - Update 'GetModelTextures' local function * GameModelImporter - Check model metadata before conversion * GameModelInfo - Mark class as sealed * SkinModelImporter - Check if blockbench model uses box uv * BlockBenchModel - Add export property to class 'Element' * CustomSkinEditor - Remove unused 'PreviewImage' property * CustomSkinEditor - Change highlight color on texture * SkinModelImporter - Fix Block Bench Model import * modelMetaData - Add meta data for 1.14 models * SkinModelImporter - Update 'TryConvertToSkinBoxType' function * SkinModelExporter - Fix model export for bbmodel and bedrock model * SkinRenderer - Fix order of applying anim animations to match the game * SkinModelImporter - Fix exception thrown in 'FixTexture' * CustomSkinEditor - Add Anim editor button and fix anim not being updated when exporting * SkinModelImporter - Fix offset detection when importing * SkinModelImporter - Swap box bottom texture when texture is available * GameModelImporter - Sort using statements * SkinModelImporter - Small code clean up inside 'ImportBedrockJson' * SkinModelImporter - Update 'AddBone' function inside 'ExportBedrockJson' * SkinModelImporter - Fix bottom texture swaping being done bofre parts where imported * SkinMoelImporter - Rename 'GetSkinBoxPivot' to 'GetSkinPartPivot' * SceneViewport - Rename 'Init' to 'Initialize' * SkinModelImporter - Add texture import in 'ImportBedrockJson' * SkinModelImporter - Fix becrock model import * Skin-/GameModelImporter - Rename 'fileName' parameter to 'filepath' * Add ModelEditor * modelMetaData - Add cavespider texture location * GameModelImporter - Update 'ExportBlockBenchModel' function * GameModelImporter - Mark 'ModelExportSettings' as sealed * ModelEditor -Add Save tool menu item & add TrySetTexture Delegate * ModelEditor - Add model node icons * Update CubeMesh & rename CubeGroupMesh to CubeMeshCollection * ModelEditor - Rename 'GetModelNodes' & 'GetModelPartNodeChildren' * Update GenericMesh & mesh rendering * Move Cube conversion into SkinBOXExtensions * GenericMesh - Made 'Transform' property abstract * SceneViewport - Add shaderLibrary and api to it * Rename 'skin...' shaders to 'texturedCube...' * Update modelMetaData part hierarchy structure * ShaderProgram - Add 'SetUniform2' overload for System.Drawing.Size * ModelEditor - Create factory methods for custom model treenodes * modelMetaData - Add 'slime.armor' texture location & pattern texture locations for 'tropicalfish_-a/-b' * Move Debug & Camera control into SceneViewport * Update BoundingBox * Add ModelRenderer * ShaderProgram - Update GetUniformLocation to retrive all active uniforms when linking program * ModelEditor - Add option to show bounding box of the model * SceneViewport - Add OnPaint override to clear color and depth buffer and enable depth testing * Update OMI submodule * Update Texture base class to accept slot when calling Bind * Plain color fragment shader - Update uniform names to be PascalCase * SceneViewport - Add 'ResetCamera' virtual function * CustomSkinEditor - Add missing render setting 'Show Armor' * ModelRenderer - Fix centering model after selecting * Move 'SceneViewport.GetBounds' to 'BoundingBox.GetEnclosingBoundingBox' * CubeMeshCollection - Implemented 'GetBounds' * SkinRenderer - Add option to show skins bounding box * ModelEditor - Update 'GetModelImageIndex' * SceneViewport - Disable blend when rendering debug graphics * ModelEditor - Remove 'Model' property in favor to 'LoadModel' function * JsonModelMetaData - Initialize 'RootParts' to empty array * BoundingBox - Fix exception when empty enumerable was passed * CubeMesh - Remove 'SetName' and add constructor with 'name' parameter * SkinBOX - Change class to record & make member properties getter only * BoundingBox - Move 'Abs' function into extension class * SceneViewport - Change 'Transform' to 'GetTransform' * BoundingBox - Make 'GetVertices' static & add GetTransform * SkinRenderer - Fix bounds calculation when offset is set & fix part highlighting * CubeMesh - Move translation & scaling into 'GetTransform' * CubeMeshCollection - Update 'Contains' overload function & 'SetVisible' * ModelRenderer - Fix pivot point rendering * ModelRenderer - Add part highlighting * modelMetaData - Add missing part to dolphin * modelMetaData - Add missing parts to dragon * CubeMesh - Fix 'GetTransform' function * ModelRenderer - Fix model rotation, pivot & translation issues * ModelRenderer - Add offset to render transform & camera * ModelRenderer - Tried fixing alpha rendering issues * modelMetaData - Add missing part to dragon & add comment * Add 'ITryGetSet.cs' and useful wrappers for it * ModelRenderer - Rename 'HighlightInfo.Pivot' to 'HighlightInfo.Translation' * ITryGetSet - mark classes and interfaces public * ModelEditor - Add material render support * ModelRenderer - Add 'TryGetModelMetaData' method * Fix rendering invisible vertecies * ModelRenderer - Simplefied populating 'metaData.RootParts' property * ModelRenderer - Add 'modelOffset' field * ModelRenderer - Update 'SetModelMaterial' * ModelRenderer - Add simple way of rendering a 2nd layer of a model(the bed model only for now) * ModelRenderer - Fix pivot points not working on horse model properly * ResourceLocation - Add 'Unknown' ResourceLocation instance & improved 'ResourceLocation.GetFromPath' * ResourceCategory - Add 'MobEntityTextures' & 'ItemEntityTextures' * Add default model handling (defaults unfinished) * Add Default Bed model * Add default chicken model * Add default cow model * AddSkinPrompt - Fix Custom skin editor not having anim flag properly set * SceneViewport - Fix Designer crashing when trying to call 'OnPaint' * Update OMI submodule * SceneViewport - Call 'base.OnMouseUp' before our own code * BlockBenchModel - Fix 'Texture.Name' being null * ItemSelectionPopUp - Fix 'okBtn_Click' condition * MainForm - Add export function for default models * MainForm - Fix model selector ignoring cancel button * MainForm - Remove unnecessary wrapper for 'entityMaterials.TryGetValue' * ModelEditor - Add remove model to context menu * ModelEditor - Add 'GetModelContainer' function * GameModelImporter - Add import functionality * MainForm - Add texture when exporting default models * Add default model for: redcow, pig, snowgolem & dragon head * Add SkinModel & SkinIdentifier class * Refactor Skin.cs - Move texture from 'SkinModel' to Skin.cs - Move 'Id' from SkinMetaData into it's own class(SkinIdentifier.cs) - Create SkinModelInfo class for keeping skin conversion simple * Skin.cs - Rename 'ANIM' property to 'Anim' * Move 'hasInvalidEntries' into 'MaterialExtensions.HasInvalidEntries' * Add ISaveContext * PckAssetExt - Rename parameter names for 'GetSkin' * Add Editor.cs * Update most editors to use new Editor class and save context * CustomSkinEditor - Use Editor as base class * SkinMetaData - Change to Immutable data type * PckAssetExtension - [SetSkin] Change adding loc key to setting loc key * ImageDeserializer - Add format check when deserializing * MainForm - [HandleSkinFile] Rename some varibale names * ModelEditor - Use Editor as base class * Move static variables from 'ModelPartSpecifics' to 'GameConstants' * Texture.cs - Add IDisposable interface * PckAssetExtensions - [SetSkin] Add null check for loc file * AnimationEditor - Fix auto save check * TextureAtlasEditor - Refactor animation access control * TextureAtlasEditor - Sort using directives * MainForm - [HandleTextureFile] Add Debug message when animation has no frames to save * AddSkinPrompt - Update save context for custom skin editor * Editor - Move autosave check in 'OnFormClosing' * ModelRenderer - Update designer specifics * Merge 'multi-pck-files-feature' into '3dSkinRenderer' * [WIP] Sub-pck in new tab with savecontext etc. * SceneViewport - Change base refresh rate to 60 fps * CustomSkinEditor - Move max offset value into a constant * ModelEditor - Add highlighting of sinfgle model boxes * MainForm - Add constant for max pck id value * CustomSkinEditor - Remove fps slider and re-ordered ui * EditorForm - Remove abstract from class declaration * EditorControl - Made virtual funtion throw `NotImplementedException` * CustomSkinEditor - Fix naming violations * CustomSkinEditor - Move initialization of render settings into a seperate funtion & remove `show armor` setting * Move Common functionality to Core project & rendering and Model support as well * Change namespace of EditorForm & EditorControl * Add Constant 'NDEBUG' to Core, Rendering & ModelSupport project * PckStudio.csproj - Remove `defaultModels.json` & `modelMetaData.json` - files were moved to PckStuido.ModelSupport * PckStudio.csproj - Remove unused `ApplicationBuildInfo.cs` * PckStudio.Core - Add NamedData.cs * PckStudio - Move some Resources to Core * Add Altas class & refactored Atlas editor * Update OMI Submodule * TextureAtlasEditor - Fix clear button not reseting color * Fix PackInfo.cs - OMI.Endianess -> OMI.ByteOrder * TextureAtlas - Impl extraction&import of large tiles * PckStudio.Core - Remove duplicated resources * LOCEditor - Added menu item for copying loc id * Core - Move 'MAX_PACK_ID' into GameConstants * TextureAtlasEditor - small refactor + TODOs * Update OMI submodule ref
636 lines
26 KiB
C#
636 lines
26 KiB
C#
using System;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Runtime.InteropServices;
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namespace PckStudio.Core.IO._3DST
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{
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/// <summary>
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/// Format of the texture used on the PICA200.
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/// </summary>
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public enum _3DSTextureFormat
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{
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argb8 = 0,
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rgb8 = 1,
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rgba5551 = 2,
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rgb565 = 3,
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rgba4 = 4,
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la8 = 5,
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hilo8 = 6,
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l8 = 7,
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a8 = 8,
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la4 = 9,
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l4 = 0xa,
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a4 = 0xb,
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etc1 = 0xc,
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etc1a4 = 0xd,
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dontCare
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}
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class TextureCodec
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{
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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 };
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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 } };
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private static class TextureConverter
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{
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/// <summary>
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/// Gets a Bitmap from a RGBA8 Texture buffer.
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/// </summary>
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/// <param name="array">The Buffer</param>
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/// <param name="width">Width of the Texture</param>
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/// <param name="height">Height of the Texture</param>
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/// <returns></returns>
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public static Bitmap ToBitmap(byte[] array, int width, int height)
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{
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Bitmap img = new Bitmap(width, height, PixelFormat.Format32bppArgb);
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BitmapData imgData = img.LockBits(new Rectangle(0, 0, img.Width, img.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
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Marshal.Copy(array, 0, imgData.Scan0, array.Length);
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img.UnlockBits(imgData);
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return img;
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}
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/// <summary>
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/// Gets a RGBA8 Texture Buffer from a Bitmap.
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/// </summary>
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/// <param name="img">The Bitmap</param>
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/// <returns></returns>
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public static byte[] ToArray(Bitmap img)
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{
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BitmapData imgData = img.LockBits(new Rectangle(0, 0, img.Width, img.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
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byte[] array = new byte[imgData.Stride * img.Height];
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Marshal.Copy(imgData.Scan0, array, 0, array.Length);
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img.UnlockBits(imgData);
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return array;
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}
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}
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/// <summary>
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/// Decodes a PICA200 Texture.
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/// </summary>
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/// <param name="data">Buffer with the Texture</param>
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/// <param name="width">Width of the Texture</param>
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/// <param name="height">Height of the Texture</param>
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/// <param name="format">Pixel Format of the Texture</param>
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/// <returns></returns>
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public static Bitmap Decode(byte[] data, int width, int height, _3DSTextureFormat format)
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{
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byte[] output = new byte[width * height * 4];
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int dataOffset = 0;
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bool toggle = false;
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switch (format)
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{
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case _3DSTextureFormat.argb8:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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int outputOffset = ((tX * 8 + x) + ((tY * 8 + y) * width)) * 4;
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Buffer.BlockCopy(data, dataOffset + 1, output, outputOffset, 3);
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output[outputOffset + 3] = data[dataOffset];
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dataOffset += 4;
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}
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}
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}
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break;
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case _3DSTextureFormat.rgb8:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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long outputOffset = ((tX * 8) + x + ((tY * 8 + y) * width)) * 4;
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Buffer.BlockCopy(data, dataOffset, output, (int)outputOffset, 3);
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output[outputOffset + 3] = 0xff;
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dataOffset += 3;
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}
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}
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}
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break;
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case _3DSTextureFormat.rgba5551:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4;
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ushort pixelData = (ushort)(data[dataOffset] | (data[dataOffset + 1] << 8));
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byte r = (byte)(((pixelData >> 1) & 0x1f) << 3);
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byte g = (byte)(((pixelData >> 6) & 0x1f) << 3);
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byte b = (byte)(((pixelData >> 11) & 0x1f) << 3);
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byte a = (byte)((pixelData & 1) * 0xff);
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output[outputOffset] = (byte)(r | (r >> 5));
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output[outputOffset + 1] = (byte)(g | (g >> 5));
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output[outputOffset + 2] = (byte)(b | (b >> 5));
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output[outputOffset + 3] = a;
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dataOffset += 2;
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}
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}
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}
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break;
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case _3DSTextureFormat.rgb565:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4;
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ushort pixelData = (ushort)(data[dataOffset] | (data[dataOffset + 1] << 8));
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byte r = (byte)((pixelData & 0x1f) << 3);
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byte g = (byte)(((pixelData >> 5) & 0x3f) << 2);
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byte b = (byte)(((pixelData >> 11) & 0x1f) << 3);
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output[outputOffset] = (byte)(r | (r >> 5));
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output[outputOffset + 1] = (byte)(g | (g >> 6));
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output[outputOffset + 2] = (byte)(b | (b >> 5));
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output[outputOffset + 3] = 0xff;
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dataOffset += 2;
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}
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}
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}
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break;
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case _3DSTextureFormat.rgba4:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4;
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ushort pixelData = (ushort)(data[dataOffset] | (data[dataOffset + 1] << 8));
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byte r = (byte)((pixelData >> 4) & 0xf);
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byte g = (byte)((pixelData >> 8) & 0xf);
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byte b = (byte)((pixelData >> 12) & 0xf);
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byte a = (byte)(pixelData & 0xf);
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output[outputOffset] = (byte)(r | (r << 4));
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output[outputOffset + 1] = (byte)(g | (g << 4));
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output[outputOffset + 2] = (byte)(b | (b << 4));
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output[outputOffset + 3] = (byte)(a | (a << 4));
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dataOffset += 2;
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}
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}
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}
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break;
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case _3DSTextureFormat.la8:
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case _3DSTextureFormat.hilo8:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4;
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output[outputOffset] = data[dataOffset];
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output[outputOffset + 1] = data[dataOffset];
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output[outputOffset + 2] = data[dataOffset];
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output[outputOffset + 3] = data[dataOffset + 1];
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dataOffset += 2;
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}
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}
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}
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break;
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case _3DSTextureFormat.l8:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4;
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output[outputOffset] = data[dataOffset];
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output[outputOffset + 1] = data[dataOffset];
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output[outputOffset + 2] = data[dataOffset];
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output[outputOffset + 3] = 0xff;
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dataOffset++;
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}
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}
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}
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break;
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case _3DSTextureFormat.a8:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4;
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output[outputOffset] = 0xff;
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output[outputOffset + 1] = 0xff;
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output[outputOffset + 2] = 0xff;
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output[outputOffset + 3] = data[dataOffset];
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dataOffset++;
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}
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}
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}
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break;
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case _3DSTextureFormat.la4:
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for (int tY = 0; tY < height / 8; tY++)
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{
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for (int tX = 0; tX < width / 8; tX++)
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{
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for (int pixel = 0; pixel < 64; pixel++)
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{
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int x = tileOrder[pixel] % 8;
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int y = (tileOrder[pixel] - x) / 8;
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long outputOffset = ((tX * 8) + x + (((tY * 8 + y)) * width)) * 4;
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output[outputOffset] = (byte)(data[dataOffset] >> 4);
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output[outputOffset + 1] = (byte)(data[dataOffset] >> 4);
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output[outputOffset + 2] = (byte)(data[dataOffset] >> 4);
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output[outputOffset + 3] = (byte)(data[dataOffset] & 0xf);
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dataOffset++;
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}
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}
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}
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break;
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case _3DSTextureFormat.l4:
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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);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Encodes a PICA200 Texture.
|
|
/// </summary>
|
|
/// <param name="img">Input image to be encoded</param>
|
|
/// <param name="format">Pixel Format of the Texture</param>
|
|
/// <returns></returns>
|
|
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
|
|
}
|
|
} |