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using System;
using System.Drawing;
using System.Drawing.Imaging;
namespace NW4RTools {
public class Texture {
public struct TextureFormatInfo {
public int TexelWidth, TexelHeight, NybblesPerPixel;
public const int TexelByteSize = 32;
private TextureFormatInfo(int tWidth, int tHeight, int npp) {
TexelWidth = tWidth;
TexelHeight = tHeight;
NybblesPerPixel = npp;
}
static TextureFormatInfo() {
I4 = new TextureFormatInfo(8, 8, 1);
I8 = new TextureFormatInfo(8, 4, 2);
IA4 = new TextureFormatInfo(8, 4, 2);
IA8 = new TextureFormatInfo(4, 4, 4);
RGB565 = new TextureFormatInfo(4, 4, 4);
RGB5A3 = new TextureFormatInfo(4, 4, 4);
RGBA8 = new TextureFormatInfo(4, 4, 8);
C4 = new TextureFormatInfo(8, 8, 1);
C8 = new TextureFormatInfo(8, 4, 2);
C14X2 = new TextureFormatInfo(4, 4, 4);
CMPR = new TextureFormatInfo(8, 8, 1);
}
public static TextureFormatInfo GetFormat(TextureFormat format) {
switch (format) {
case TextureFormat.I4:
return I4;
case TextureFormat.I8:
return I8;
case TextureFormat.IA4:
return IA4;
case TextureFormat.IA8:
return IA8;
case TextureFormat.RGB565:
return RGB565;
case TextureFormat.RGB5A3:
return RGB5A3;
case TextureFormat.RGBA8:
return RGBA8;
case TextureFormat.C4:
return C4;
case TextureFormat.C8:
return C8;
case TextureFormat.C14X2:
return C14X2;
case TextureFormat.CMPR:
return CMPR;
default:
throw new ArgumentOutOfRangeException("unknown texture format");
}
}
public static readonly TextureFormatInfo I4, I8, IA4, IA8, RGB565, RGB5A3, RGBA8, C4, C8, C14X2,
CMPR;
}
public Bitmap[] Images;
public TextureFormat Format;
public float MinLOD, MaxLOD;
public Texture() {
}
public static int GetDataSize(int width, int height, TextureFormat format) {
var info = TextureFormatInfo.GetFormat(format);
// align width, height up
width = Misc.AlignUp(width, info.TexelWidth);
height = Misc.AlignUp(height, info.TexelHeight);
return width * height * info.NybblesPerPixel / 2;
}
public int GetDataSize() {
int size = 0;
for (int i = 0; i < Images.Length; i++) {
size += GetDataSize(i);
}
return size;
}
public int GetDataSize(int imageID) {
return GetDataSize(Images[imageID].Width, Images[imageID].Height, Format);
}
unsafe public byte[] ExportData(int imageID) {
var info = TextureFormatInfo.GetFormat(Format);
int blkWidth = info.TexelWidth;
int blkHeight = info.TexelHeight;
int width = Images[imageID].Width;
int height = Images[imageID].Height;
var bits = Images[imageID].LockBits(new Rectangle(0, 0, width, height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb);
var data = new OutputStream(ByteEndian.BigEndian);
switch (Format) {
case TextureFormat.RGB565:
case TextureFormat.RGB5A3:
case TextureFormat.I4:
case TextureFormat.I8:
case TextureFormat.IA4:
case TextureFormat.IA8:
// This won't be fun
bool alreadyHaveI4Nybble = false;
byte currentI4Byte = 0;
for (int y = 0; y < height; y += blkHeight) {
int yMax = y + blkHeight;
if (yMax > height)
yMax = height;
for (int x = 0; x < width; x += blkWidth) {
int xMax = x + blkWidth;
if (xMax > width)
xMax = width;
for (int y1 = y; y1 < yMax; y1++) {
byte* pRow = (byte*)bits.Scan0 + (y1 * bits.Stride);
for (int x1 = x; x1 < xMax; x1++) {
uint* pPixel = (uint*)pRow + x1;
byte a = (byte)((*pPixel & 0xFF000000) >> 24);
byte r = (byte)((*pPixel & 0x00FF0000) >> 16);
byte g = (byte)((*pPixel & 0x0000FF00) >> 8);
byte b = (byte)(*pPixel & 0x000000FF);
if (Format == TextureFormat.RGB565) {
ushort _r = (ushort)(r >> 3);
ushort _g = (ushort)(g >> 2);
ushort _b = (ushort)(b >> 3);
data.WriteUInt16((ushort)((_r << 11) | (_g << 5) | _b));
} else if (Format == TextureFormat.RGB5A3) {
if (a == 255) {
ushort _r = (ushort)(r >> 3);
ushort _g = (ushort)(g >> 3);
ushort _b = (ushort)(b >> 3);
data.WriteUInt16((ushort)(0x8000 | (_r << 10) | (_g << 5) | _b));
} else {
ushort _a = (ushort)(a >> 5);
ushort _r = (ushort)(r >> 4);
ushort _g = (ushort)(g >> 4);
ushort _b = (ushort)(b >> 4);
data.WriteUInt16((ushort)((_a << 12) | (_r << 8) | (_g << 4) | _b));
}
} else if (Format == TextureFormat.I4) {
byte _i = (byte)((r & g & b) >> 4);
if (!alreadyHaveI4Nybble) {
currentI4Byte = (byte)(_i << 4);
} else {
data.WriteByte((byte)(currentI4Byte | _i));
currentI4Byte = 0;
}
alreadyHaveI4Nybble = !alreadyHaveI4Nybble;
} else if (Format == TextureFormat.I8) {
byte _i = (byte)(r & g & b);
data.WriteByte(_i);
} else if (Format == TextureFormat.IA4) {
byte _i = (byte)((r & g & b) >> 4);
byte _a = (byte)(a >> 4);
data.WriteByte((byte)((_i << 4) | _a));
} else if (Format == TextureFormat.IA8) {
byte _i = (byte)(r & g & b);
data.WriteByte(_i);
data.WriteByte(a);
}
}
}
}
}
break;
case TextureFormat.RGBA8:
// this one is a pain because it stores an AR chunk, then a GB chunk, then ...
for (int y = 0; y < height; y += blkHeight) {
int yMax = y + blkHeight;
if (yMax > height)
yMax = height;
for (int x = 0; x < width; x += blkWidth) {
int xMax = x + blkWidth;
if (xMax > width)
xMax = width;
for (int blkType = 0; blkType < 2; blkType++) {
for (int y1 = y; y1 < yMax; y1++) {
byte* pRow = (byte*)bits.Scan0 + (y1 * bits.Stride);
for (int x1 = x; x1 < xMax; x1++) {
uint* pPixel = (uint*)pRow + x1;
ushort piece;
if (blkType == 0) {
piece = (ushort)((*pPixel & 0xFFFF0000) >> 16);
} else {
piece = (ushort)(*pPixel & 0x0000FFFF);
}
data.WriteUInt16(piece);
}
}
}
}
}
break;
case TextureFormat.CMPR:
// the texture format from hell
for (int y = 0; y < height; y += 8) {
for (int x = 0; x < width; x += 8) {
for (int iBlockY = 0; iBlockY < 2; iBlockY++) {
for (int iBlockX = 0; iBlockX < 2; iBlockX++) {
var block = Util.NVDXT.compressDXT1a((Util.NVDXT.ARGBPixel*)bits.Scan0,
x + (iBlockX * 4), y + (iBlockY * 4),
bits.Width, bits.Height);
data.WriteUInt16(block.Color0);
data.WriteUInt16(block.Color1);
data.WriteUInt32(block.Lookup);
}
}
}
}
break;
}
Images[imageID].UnlockBits(bits);
return data.GetBuffer();
}
unsafe public void ImportData(int imageID, byte[] imgdata, int width, int height, TextureFormat format) {
var image = new Bitmap(width, height, PixelFormat.Format32bppArgb);
var bits = image.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, image.PixelFormat);
var info = TextureFormatInfo.GetFormat(format);
int blkWidth = info.TexelWidth;
int blkHeight = info.TexelHeight;
// What I'm missing overall: all the palette ones
// this thing probably breaks on textures which aren't multiples of the texel width/height, too
// oh well
var data = new InputStream(imgdata);
switch (format) {
case TextureFormat.RGB565:
case TextureFormat.RGB5A3:
case TextureFormat.I4:
case TextureFormat.I8:
case TextureFormat.IA4:
case TextureFormat.IA8:
// I4 is stupid and breaks my parser. I'll keep some state here
bool alreadyHaveI4Nybble = false;
byte currentI4Byte = 0;
for (int y = 0; y < height; y += blkHeight) {
int yMax = y + blkHeight;
if (yMax > height)
yMax = height;
for (int x = 0; x < width; x += blkWidth) {
int xMax = x + blkWidth;
if (xMax > width)
xMax = width;
for (int y1 = y; y1 < yMax; y1++) {
byte* pRow = (byte*)bits.Scan0 + (y1 * bits.Stride);
for (int x1 = x; x1 < xMax; x1++) {
uint* pPixel = (uint*)pRow + x1;
if (format == TextureFormat.RGB565) {
ushort val = data.ReadUInt16();
uint r = (uint)(val & 0xF800) >> 8;
uint g = (uint)(val & 0x7e0) >> 3;
uint b = (uint)(val & 0x1f) << 3;
*pPixel = 0xFF000000 | (r << 16) | (g << 8) | b;
} else if (format == TextureFormat.RGB5A3) {
ushort val = data.ReadUInt16();
if ((val & 0x8000) == 0) {
uint a = (uint)(val & 0x7000) >> 3;
uint r = (uint)(val & 0xF00) >> 4;
uint g = (uint)(val & 0xF0);
uint b = (uint)(val & 0xF) << 4;
*pPixel = (a << 24) | (r << 16) | (g << 8) | b;
} else {
uint r = (uint)(val & 0x7c00) >> 7;
uint g = (uint)(val & 0x3e0) >> 2;
uint b = (uint)(val & 0x1f) << 3;
*pPixel = 0xFF000000 | (r << 16) | (g << 8) | b;
}
} else if (format == TextureFormat.I4) {
if (!alreadyHaveI4Nybble) {
currentI4Byte = data.ReadByte();
uint val = (uint)currentI4Byte & 0xF0;
*pPixel = 0xFF000000 | (val << 16) | (val << 8) | val;
} else {
uint val = (uint)(currentI4Byte & 0xF) << 4;
*pPixel = 0xFF000000 | (val << 16) | (val << 8) | val;
}
alreadyHaveI4Nybble = !alreadyHaveI4Nybble;
} else if (format == TextureFormat.I8) {
byte val = data.ReadByte();
*pPixel = 0xFF000000 | (uint)(val << 16) | (uint)(val << 8) | val;
} else if (format == TextureFormat.IA4) {
byte val = data.ReadByte();
uint i = (uint)(val >> 4);
uint a = (uint)((val & 0xF0) << 4);
*pPixel = (a << 24) | (i << 16) | (i << 8) | i;
} else if (format == TextureFormat.IA8) {
byte i = data.ReadByte();
byte a = data.ReadByte();
*pPixel = (uint)(a << 24) | (uint)(i << 16) | (uint)(i << 8) | i;
}
}
}
}
}
break;
case TextureFormat.RGBA8:
// this one is a pain because it stores an AR chunk, then a GB chunk, then ...
for (int y = 0; y < height; y += blkHeight) {
int yMax = y + blkHeight;
if (yMax > height)
yMax = height;
for (int x = 0; x < width; x += blkWidth) {
int xMax = x + blkWidth;
if (xMax > width)
xMax = width;
for (int blkType = 0; blkType < 2; blkType++) {
for (int y1 = y; y1 < yMax; y1++) {
byte* pRow = (byte*)bits.Scan0 + (y1 * bits.Stride);
for (int x1 = x; x1 < xMax; x1++) {
uint* pPixel = (uint*)pRow + x1;
uint val1 = data.ReadByte();
uint val2 = data.ReadByte();
if (blkType == 0) {
// Alpha, Red
*pPixel = ((*pPixel & 0x0000FFFF) | (val1 << 24) | (val2 << 16));
} else {
// Green, Blue
*pPixel = ((*pPixel & 0xFFFF0000) | (val1 << 8) | (val2 << 0));
}
}
}
}
}
}
break;
case TextureFormat.CMPR:
// this code is messy
ushort[] rawClrArray = new ushort[4];
uint[] clrArray = new uint[4];
for (int y = 0; y < height; y += 8) {
for (int x = 0; x < width; x += 8) {
for (int iBlockY = 0; iBlockY < 2; iBlockY++) {
for (int iBlockX = 0; iBlockX < 2; iBlockX++) {
// decode a block
rawClrArray[0] = data.ReadUInt16();
rawClrArray[1] = data.ReadUInt16();
bool hasAlpha = false;
if (rawClrArray[0] > rawClrArray[1]) {
rawClrArray[2] = CMPRAvgColor(2, 1, rawClrArray[0], rawClrArray[1]);
rawClrArray[3] = CMPRAvgColor(1, 2, rawClrArray[0], rawClrArray[1]);
} else {
rawClrArray[2] = CMPRAvgColor(1, 1, rawClrArray[0], rawClrArray[1]);
rawClrArray[3] = rawClrArray[1];
hasAlpha = true;
}
for (int i = 0; i < 4; i++) {
byte r = (byte)(((rawClrArray[i] >> 11) & 0x1F) << 3);
byte g = (byte)(((rawClrArray[i] >> 5) & 0x3F) << 2);
byte b = (byte)((rawClrArray[i] & 0x1F) << 3);
byte a = (byte)(((i == 3) && hasAlpha) ? 0 : 255);
clrArray[i] = (uint)(a << 24) | (uint)(r << 16) | (uint)(g << 8) | b;
}
for (int inY = 0; inY < 4; inY++) {
byte* pRow = (byte*)bits.Scan0 + ((y + (iBlockY * 4) + inY) * bits.Stride);
byte val = data.ReadByte();
for (int inX = 0; inX < 4; inX++) {
uint *pPixel = (uint*)pRow + x + (iBlockX * 4) + inX;
*pPixel = clrArray[(val >> 6) & 3];
val <<= 2;
}
}
}
}
}
}
break;
default:
Console.WriteLine("Unsupported texture format: {0}", format);
break;
}
image.UnlockBits(bits);
Images[imageID] = image;
Format = format;
}
private static ushort CMPRAvgColor(ushort w0, ushort w1, ushort c0, ushort c1) {
uint result;
ushort a0 = (ushort)(c0 >> 11);
ushort a1 = (ushort)(c1 >> 11);
uint a = (uint)((w0*a0 + w1*a1) / (w0+w1));
result = (a << 11) & 0xffff;
a0 = (ushort)((c0 >> 5) & 63);
a1 = (ushort)((c1 >> 5) & 63);
a = (uint)((w0 * a0 + w1 * a1) / (w0 + w1));
result |= ((a << 5) & 0xffff);
a0 = (ushort)(c0 & 31);
a1 = (ushort)(c1 & 31);
a = (uint)((w0 * a0 + w1 * a1) / (w0 + w1));
result |= a;
return (ushort)result;
}
}
}
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