Files
PCK-Studio/PckStudio.Core/IO/3DST/TextureCodec.cs

636 lines
26 KiB
C#

using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
namespace PckStudio.Core.IO._3DST
{
/// <summary>
/// Format of the texture used on the PICA200.
/// </summary>
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
{
/// <summary>
/// Gets a Bitmap from a RGBA8 Texture buffer.
/// </summary>
/// <param name="array">The Buffer</param>
/// <param name="width">Width of the Texture</param>
/// <param name="height">Height of the Texture</param>
/// <returns></returns>
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;
}
/// <summary>
/// Gets a RGBA8 Texture Buffer from a Bitmap.
/// </summary>
/// <param name="img">The Bitmap</param>
/// <returns></returns>
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;
}
}
/// <summary>
/// Decodes a PICA200 Texture.
/// </summary>
/// <param name="data">Buffer with the Texture</param>
/// <param name="width">Width of the Texture</param>
/// <param name="height">Height of the Texture</param>
/// <param name="format">Pixel Format of the Texture</param>
/// <returns></returns>
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);
}
/// <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
}
}