PrimeWorldEditor/Resource/factory/CTextureDecoder.cpp

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#include <Common/CColor.h>
#include <Core/Log.h>
#include "CTextureDecoder.h"
// A cleanup is warranted at some point. Trying to support both partial + full decode ended up really messy.
// Number of pixels * this = number of bytes
static const float gskPixelsToBytes[] = {
2.f, 2.f, 2.f, 2.f, 4.f, 4.f, 0.f, 2.f, 4.f, 4.f, 0.5f
};
// Bits per pixel for each GX texture format
static const u32 gskSourceBpp[] = {
4, 8, 8, 16, 4, 8, 16, 16, 16, 32, 4
};
// Bits per pixel for each GX texture format when decoded
static const u32 gskOutputBpp[] = {
16, 16, 16, 16, 16, 16, 16, 16, 32, 32, 4
};
// Size of one pixel in output data in bytes
static const u32 gskOutputPixelStride[] = {
2, 2, 2, 2, 2, 2, 2, 2, 4, 4, 8
};
// Block width for each GX texture format
static const u32 gskBlockWidth[] = {
8, 8, 8, 4, 8, 8, 4, 4, 4, 4, 2
};
// Block height for each GX texture format
static const u32 gskBlockHeight[] = {
8, 4, 4, 4, 8, 4, 4, 4, 4, 4, 2
};
CTextureDecoder::CTextureDecoder()
{
}
CTextureDecoder::~CTextureDecoder()
{
}
CTexture* CTextureDecoder::CreateTexture()
{
CTexture *pTex = new CTexture;
pTex->mSourceTexelFormat = mTexelFormat;
pTex->mWidth = mWidth;
pTex->mHeight = mHeight;
pTex->mNumMipMaps = mNumMipMaps;
pTex->mLinearSize = (u32) (mWidth * mHeight * gskPixelsToBytes[mTexelFormat]);
pTex->mImgDataBuffer = mpDataBuffer;
pTex->mImgDataSize = mDataBufferSize;
pTex->mBufferExists = true;
switch (mTexelFormat) {
case eGX_I4:
case eGX_I8:
case eGX_IA4:
case eGX_IA8:
pTex->mTexelFormat = eLuminanceAlpha;
break;
case eGX_RGB565:
pTex->mTexelFormat = eRGB565;
break;
case eGX_C4:
case eGX_C8:
if (mPaletteFormat == ePalette_IA8) pTex->mTexelFormat = eLuminanceAlpha;
if (mPaletteFormat == ePalette_RGB565) pTex->mTexelFormat = eRGB565;
if (mPaletteFormat == ePalette_RGB5A3) pTex->mTexelFormat = eRGBA8;
break;
case eGX_RGB5A3:
case eGX_RGBA8:
pTex->mTexelFormat = eRGBA8;
break;
case eGX_CMPR:
pTex->mTexelFormat = eDXT1;
break;
case eDXT1:
pTex->mTexelFormat = eDXT1;
pTex->mLinearSize = mWidth * mHeight / 2;
break;
default:
pTex->mTexelFormat = mTexelFormat;
break;
}
return pTex;
}
// ************ STATIC ************
CTexture* CTextureDecoder::LoadTXTR(CInputStream& TXTR)
{
CTextureDecoder Decoder;
Decoder.ReadTXTR(TXTR);
Decoder.PartialDecodeGXTexture(TXTR);
return Decoder.CreateTexture();
}
CTexture* CTextureDecoder::DoFullDecode(CInputStream &TXTR)
{
CTextureDecoder Decoder;
Decoder.ReadTXTR(TXTR);
Decoder.FullDecodeGXTexture(TXTR);
CTexture *pTexture = Decoder.CreateTexture();
pTexture->mTexelFormat = eRGBA8;
return pTexture;
}
CTexture* CTextureDecoder::LoadDDS(CInputStream &DDS)
{
CTextureDecoder Decoder;
Decoder.ReadDDS(DDS);
Decoder.DecodeDDS(DDS);
return Decoder.CreateTexture();
}
CTexture* CTextureDecoder::DoFullDecode(CTexture*)
{
// Not using parameter 1 (CTexture* - pTexture)
return nullptr;
}
// ************ READ ************
void CTextureDecoder::ReadTXTR(CInputStream& TXTR)
{
// Read TXTR header
Log::Write("Loading " + TXTR.GetSourceString());
mTexelFormat = ETexelFormat(TXTR.ReadLong());
mWidth = TXTR.ReadShort();
mHeight = TXTR.ReadShort();
mNumMipMaps = TXTR.ReadLong();
// For C4 and C8 images, read palette
if ((mTexelFormat == eGX_C4) || (mTexelFormat == eGX_C8))
{
mHasPalettes = true;
mPaletteFormat = EGXPaletteFormat(TXTR.ReadLong());
TXTR.Seek(0x4, SEEK_CUR);
u32 PaletteEntryCount = (mTexelFormat == eGX_C4) ? 16 : 256;
mPalettes.resize(PaletteEntryCount * 2);
TXTR.ReadBytes(mPalettes.data(), mPalettes.size());
mPaletteInput.SetData(mPalettes.data(), mPalettes.size(), IOUtil::BigEndian);
}
else mHasPalettes = false;
}
void CTextureDecoder::ReadDDS(CInputStream& DDS)
{
Log::Write("Loading " + DDS.GetSourceString());
// Header
CFourCC Magic(DDS);
if (Magic != "DDS ")
{
Log::FileError(DDS.GetSourceString(), "Invalid DDS magic: " + StringUtil::ToHexString((u32) Magic.ToLong()));
return;
}
u32 ImageDataStart = DDS.Tell() + DDS.ReadLong();
DDS.Seek(0x4, SEEK_CUR); // Skipping flags
mHeight = (u16) DDS.ReadLong();
mWidth = (u16) DDS.ReadLong();
DDS.Seek(0x8, SEEK_CUR); // Skipping linear size + depth
mNumMipMaps = DDS.ReadLong() + 1; // DDS doesn't seem to count the first mipmap
DDS.Seek(0x2C, SEEK_CUR); // Skipping reserved
// Pixel Format
DDS.Seek(0x4, SEEK_CUR); // Skipping size
mDDSInfo.Flags = DDS.ReadLong();
CFourCC Format(DDS);
if (Format == "DXT1") mDDSInfo.Format = SDDSInfo::DXT1;
else if (Format == "DXT2") mDDSInfo.Format = SDDSInfo::DXT2;
else if (Format == "DXT3") mDDSInfo.Format = SDDSInfo::DXT3;
else if (Format == "DXT4") mDDSInfo.Format = SDDSInfo::DXT4;
else if (Format == "DXT5") mDDSInfo.Format = SDDSInfo::DXT5;
else
{
mDDSInfo.Format = SDDSInfo::RGBA;
mDDSInfo.BitCount = DDS.ReadLong();
mDDSInfo.RBitMask = DDS.ReadLong();
mDDSInfo.GBitMask = DDS.ReadLong();
mDDSInfo.BBitMask = DDS.ReadLong();
mDDSInfo.ABitMask = DDS.ReadLong();
mDDSInfo.RShift = CalculateShiftForMask(mDDSInfo.RBitMask);
mDDSInfo.GShift = CalculateShiftForMask(mDDSInfo.GBitMask);
mDDSInfo.BShift = CalculateShiftForMask(mDDSInfo.BBitMask);
mDDSInfo.AShift = CalculateShiftForMask(mDDSInfo.ABitMask);
mDDSInfo.RSize = CalculateMaskBitCount(mDDSInfo.RBitMask);
mDDSInfo.GSize = CalculateMaskBitCount(mDDSInfo.GBitMask);
mDDSInfo.BSize = CalculateMaskBitCount(mDDSInfo.BBitMask);
mDDSInfo.ASize = CalculateMaskBitCount(mDDSInfo.ABitMask);
}
// Skip the rest
DDS.Seek(ImageDataStart, SEEK_SET);
}
// ************ DECODE ************
void CTextureDecoder::PartialDecodeGXTexture(CInputStream& TXTR)
{
// Get image data size, create output buffer
u32 ImageStart = TXTR.Tell();
TXTR.Seek(0x0, SEEK_END);
u32 ImageSize = TXTR.Tell() - ImageStart;
TXTR.Seek(ImageStart, SEEK_SET);
mDataBufferSize = ImageSize * (gskOutputBpp[mTexelFormat] / gskSourceBpp[mTexelFormat]);
if ((mHasPalettes) && (mPaletteFormat == ePalette_RGB5A3)) mDataBufferSize *= 2;
mpDataBuffer = new u8[mDataBufferSize];
CMemoryOutStream Out(mpDataBuffer, mDataBufferSize, IOUtil::SystemEndianness);
// Initializing more stuff before we start the mipmap loop
u32 MipW = mWidth, MipH = mHeight;
u32 MipOffset = 0;
u32 BWidth = gskBlockWidth[mTexelFormat];
u32 BHeight = gskBlockHeight[mTexelFormat];
u32 PixelStride = gskOutputPixelStride[mTexelFormat];
if (mHasPalettes && (mPaletteFormat == ePalette_RGB5A3))
PixelStride = 4;
// With CMPR, we're using a little trick.
// CMPR stores pixels in 8x8 blocks, with four 4x4 subblocks.
// An easy way to convert it is to pretend each block is 2x2 and each subblock is one pixel.
// So to do that we need to calculate the "new" dimensions of the image, 1/4 the size of the original.
if (mTexelFormat == eGX_CMPR) {
MipW /= 4;
MipH /= 4;
}
for (u32 iMip = 0; iMip < mNumMipMaps; iMip++)
{
for (u32 BlockY = 0; BlockY < MipH; BlockY += BHeight)
for (u32 BlockX = 0; BlockX < MipW; BlockX += BWidth) {
for (u32 ImgY = BlockY; ImgY < BlockY + BHeight; ImgY++) {
for (u32 ImgX = BlockX; ImgX < BlockX + BWidth; ImgX++)
{
u32 DstPos = ((ImgY * MipW) + ImgX) * PixelStride;
Out.Seek(MipOffset + DstPos, SEEK_SET);
if (mTexelFormat == eGX_I4) ReadPixelsI4(TXTR, Out);
else if (mTexelFormat == eGX_I8) ReadPixelI8(TXTR, Out);
else if (mTexelFormat == eGX_IA4) ReadPixelIA4(TXTR, Out);
else if (mTexelFormat == eGX_IA8) ReadPixelIA8(TXTR, Out);
else if (mTexelFormat == eGX_C4) ReadPixelsC4(TXTR, Out);
else if (mTexelFormat == eGX_C8) ReadPixelC8(TXTR, Out);
else if (mTexelFormat == eGX_RGB565) ReadPixelRGB565(TXTR, Out);
else if (mTexelFormat == eGX_RGB5A3) ReadPixelRGB5A3(TXTR, Out);
else if (mTexelFormat == eGX_RGBA8) ReadPixelRGBA8(TXTR, Out);
else if (mTexelFormat == eGX_CMPR) ReadSubBlockCMPR(TXTR, Out);
// I4 and C4 have 4bpp images, so I'm forced to read two pixels at a time.
if ((mTexelFormat == eGX_I4) || (mTexelFormat == eGX_C4)) ImgX++;
}
}
if (mTexelFormat == eGX_RGBA8) TXTR.Seek(0x20, SEEK_CUR);
}
u32 MipSize = (u32) (MipW * MipH * gskPixelsToBytes[mTexelFormat]);
if (mTexelFormat == eGX_CMPR) MipSize *= 16; // Since we're pretending the image is 1/4 its actual size, we have to multiply the size by 16 to get the correct offset
MipOffset += MipSize;
MipW /= 2;
MipH /= 2;
if (MipW < BWidth) MipW = BWidth;
if (MipH < BHeight) MipH = BHeight;
}
}
void CTextureDecoder::FullDecodeGXTexture(CInputStream& TXTR)
{
// Get image data size, create output buffer
u32 ImageStart = TXTR.Tell();
TXTR.Seek(0x0, SEEK_END);
u32 ImageSize = TXTR.Tell() - ImageStart;
TXTR.Seek(ImageStart, SEEK_SET);
mDataBufferSize = ImageSize * (32 / gskSourceBpp[mTexelFormat]);
mpDataBuffer = new u8[mDataBufferSize];
CMemoryOutStream Out(mpDataBuffer, mDataBufferSize, IOUtil::SystemEndianness);
// Initializing more stuff before we start the mipmap loop
u32 MipW = mWidth, MipH = mHeight;
u32 MipOffset = 0;
u32 BWidth = gskBlockWidth[mTexelFormat];
u32 BHeight = gskBlockHeight[mTexelFormat];
// With CMPR, we're using a little trick.
// CMPR stores pixels in 8x8 blocks, with four 4x4 subblocks.
// An easy way to convert it is to pretend each block is 2x2 and each subblock is one pixel.
// So to do that we need to calculate the "new" dimensions of the image, 1/4 the size of the original.
if (mTexelFormat == eGX_CMPR) {
MipW /= 4;
MipH /= 4;
}
for (u32 iMip = 0; iMip < mNumMipMaps; iMip++)
{
for (u32 BlockY = 0; BlockY < MipH; BlockY += BHeight)
for (u32 BlockX = 0; BlockX < MipW; BlockX += BWidth) {
for (u32 ImgY = BlockY; ImgY < BlockY + BHeight; ImgY++) {
for (u32 ImgX = BlockX; ImgX < BlockX + BWidth; ImgX++)
{
u32 DstPos = (mTexelFormat == eGX_CMPR) ? ((ImgY * (MipW * 4)) + ImgX) * 16 : ((ImgY * MipW) + ImgX) * 4;
Out.Seek(MipOffset + DstPos, SEEK_SET);
// I4/C4/CMPR require reading more than one pixel at a time
if (mTexelFormat == eGX_I4)
{
u8 Byte = TXTR.ReadByte();
Out.WriteLong( DecodePixelI4(Byte, 0).ToLongARGB() );
Out.WriteLong( DecodePixelI4(Byte, 1).ToLongARGB() );
}
else if (mTexelFormat == eGX_C4)
{
u8 Byte = TXTR.ReadByte();
Out.WriteLong( DecodePixelC4(Byte, 0, mPaletteInput).ToLongARGB() );
Out.WriteLong( DecodePixelC4(Byte, 1, mPaletteInput).ToLongARGB() );
}
else if (mTexelFormat == eGX_CMPR) DecodeSubBlockCMPR(TXTR, Out, (u16) (MipW * 4));
else
{
CColor Pixel;
if (mTexelFormat == eGX_I8) Pixel = DecodePixelI8(TXTR.ReadByte());
else if (mTexelFormat == eGX_IA4) Pixel = DecodePixelIA4(TXTR.ReadByte());
else if (mTexelFormat == eGX_IA8) Pixel = DecodePixelIA8(TXTR.ReadShort());
else if (mTexelFormat == eGX_C8) Pixel = DecodePixelC8(TXTR.ReadByte(), mPaletteInput);
else if (mTexelFormat == eGX_RGB565) Pixel = DecodePixelRGB565(TXTR.ReadShort());
else if (mTexelFormat == eGX_RGB5A3) Pixel = DecodePixelRGB5A3(TXTR.ReadShort());
else if (mTexelFormat == eGX_RGBA8) Pixel = CColor(TXTR);
Out.WriteLong(Pixel.ToLongARGB());
}
}
}
if (mTexelFormat == eGX_RGBA8) TXTR.Seek(0x20, SEEK_CUR);
}
u32 MipSize = MipW * MipH * 4;
if (mTexelFormat == eGX_CMPR) MipSize *= 16;
MipOffset += MipSize;
MipW /= 2;
MipH /= 2;
if (MipW < BWidth) MipW = BWidth;
if (MipH < BHeight) MipH = BHeight;
}
}
void CTextureDecoder::DecodeDDS(CInputStream &DDS)
{
// Get image data size, create output buffer
u32 ImageStart = DDS.Tell();
DDS.Seek(0x0, SEEK_END);
u32 ImageSize = DDS.Tell() - ImageStart;
DDS.Seek(ImageStart, SEEK_SET);
mDataBufferSize = ImageSize;
if (mDDSInfo.Format == SDDSInfo::DXT1) mDataBufferSize *= 8;
else if (mDDSInfo.Format == SDDSInfo::RGBA) mDataBufferSize *= (32 / mDDSInfo.BitCount);
else mDataBufferSize *= 4;
mpDataBuffer = new u8[mDataBufferSize];
CMemoryOutStream Out(mpDataBuffer, mDataBufferSize, IOUtil::SystemEndianness);
// Initializing more stuff before we start the mipmap loop
u32 MipW = mWidth, MipH = mHeight;
u32 MipOffset = 0;
u32 BPP;
switch (mDDSInfo.Format)
{
case SDDSInfo::RGBA:
BPP = mDDSInfo.BitCount;
break;
case SDDSInfo::DXT1:
BPP = 4;
break;
case SDDSInfo::DXT2:
case SDDSInfo::DXT3:
case SDDSInfo::DXT4:
case SDDSInfo::DXT5:
BPP = 8;
break;
}
// For DXT* decodes we can use the same trick as CMPR
if ((mDDSInfo.Format != SDDSInfo::RGBA) && (mDDSInfo.Format != SDDSInfo::DXT1))
{
MipW /= 4;
MipH /= 4;
}
for (u32 iMip = 0; iMip < mNumMipMaps; iMip++)
{
// For DXT1 we can copy the image data as-is to load it
if (mDDSInfo.Format == SDDSInfo::DXT1)
{
Out.Seek(MipOffset, SEEK_SET);
u32 MipSize = MipW * MipH / 2;
std::vector<u8> MipBuffer(MipSize);
DDS.ReadBytes(MipBuffer.data(), MipBuffer.size());
Out.WriteBytes(MipBuffer.data(), MipBuffer.size());
MipOffset += MipSize;
MipW /= 2;
MipH /= 2;
if (MipW % 4) MipW += (4 - (MipW % 4));
if (MipH % 4) MipH += (4 - (MipH % 4));
}
// Otherwise we do a full decode to RGBA8
else
{
for (u32 y = 0; y < MipH; y++)
{
for (u32 x = 0; x < MipW; x++)
{
u32 OutPos = MipOffset;
if (mDDSInfo.Format == SDDSInfo::RGBA)
{
OutPos += ((y * MipW) + x) * 4;
Out.Seek(OutPos, SEEK_SET);
CColor Pixel = DecodeDDSPixel(DDS);
Out.WriteLong(Pixel.ToLongARGB());
}
else
{
OutPos += ((y * (MipW * 4)) + x) * 16;
Out.Seek(OutPos, SEEK_SET);
if (mDDSInfo.Format == SDDSInfo::DXT1)
DecodeBlockBC1(DDS, Out, MipW * 4);
else if ((mDDSInfo.Format == SDDSInfo::DXT2) || (mDDSInfo.Format == SDDSInfo::DXT3))
DecodeBlockBC2(DDS, Out, MipW * 4);
else if ((mDDSInfo.Format == SDDSInfo::DXT4) || (mDDSInfo.Format == SDDSInfo::DXT5))
DecodeBlockBC3(DDS, Out, MipW * 4);
}
}
}
u32 MipSize = (mWidth * mHeight) * 4;
if (mDDSInfo.Format != SDDSInfo::RGBA) MipSize *= 16;
MipOffset += MipSize;
MipW /= 2;
MipH /= 2;
}
}
if (mDDSInfo.Format == SDDSInfo::DXT1)
mTexelFormat = eDXT1;
else
mTexelFormat = eGX_RGBA8;
}
// ************ READ PIXELS (PARTIAL DECODE) ************
void CTextureDecoder::ReadPixelsI4(CInputStream& src, COutputStream& dst)
{
u8 px = src.ReadByte();
dst.WriteByte(Extend4to8(px >> 4));
dst.WriteByte(Extend4to8(px >> 4));
dst.WriteByte(Extend4to8(px));
dst.WriteByte(Extend4to8(px));
}
void CTextureDecoder::ReadPixelI8(CInputStream& src, COutputStream& dst)
{
u8 px = src.ReadByte();
dst.WriteByte(px);
dst.WriteByte(px);
}
void CTextureDecoder::ReadPixelIA4(CInputStream& src, COutputStream& dst)
{
// this can be left as-is for DDS conversion, but opengl doesn't support two components in one byte...
u8 byte = src.ReadByte();
u8 a = Extend4to8(byte >> 4);
u8 l = Extend4to8(byte);
dst.WriteShort((l << 8) | a);
}
void CTextureDecoder::ReadPixelIA8(CInputStream& src, COutputStream& dst)
{
dst.WriteShort(src.ReadShort());
}
void CTextureDecoder::ReadPixelsC4(CInputStream& src, COutputStream& dst)
{
// This isn't how C4 works, but due to the way Retro packed font textures (which use C4)
// this is the only way to get them to decode correctly for now.
// Commented-out code is proper C4 decoding. Dedicated font texture-decoding function
// is probably going to be necessary in the future.
u8 byte = src.ReadByte();
u8 indices[2];
indices[0] = (byte >> 4) & 0xF;
indices[1] = byte & 0xF;
for (u32 i = 0; i < 2; i++)
{
u8 r, g, b, a;
((indices[i] >> 3) & 0x1) ? r = 0xFF : r = 0x0;
((indices[i] >> 2) & 0x1) ? g = 0xFF : g = 0x0;
((indices[i] >> 1) & 0x1) ? b = 0xFF : b = 0x0;
((indices[i] >> 0) & 0x1) ? a = 0xFF : a = 0x0;
u32 rgba = (r << 24) | (g << 16) | (b << 8) | (a);
dst.WriteLong(rgba);
/*paletteInput->Seek(indices[i] * 2, SEEK_SET);
if (paletteFormat == PaletteIA8) readPixelIA8(*paletteInput, dst);
else if (paletteFormat == PaletteRGB565) readPixelRGB565(*paletteInput, dst);
else if (paletteFormat == PaletteRGB5A3) readPixelRGB5A3(*paletteInput, dst);*/
}
}
void CTextureDecoder::ReadPixelC8(CInputStream& src, COutputStream& dst)
{
// DKCR fonts use C8 :|
u8 index = src.ReadByte();
/*u8 r, g, b, a;
((index >> 3) & 0x1) ? r = 0xFF : r = 0x0;
((index >> 2) & 0x1) ? g = 0xFF : g = 0x0;
((index >> 1) & 0x1) ? b = 0xFF : b = 0x0;
((index >> 0) & 0x1) ? a = 0xFF : a = 0x0;
u32 rgba = (r << 24) | (g << 16) | (b << 8) | (a);
dst.WriteLong(rgba);*/
mPaletteInput.Seek(index * 2, SEEK_SET);
if (mPaletteFormat == ePalette_IA8) ReadPixelIA8(mPaletteInput, dst);
else if (mPaletteFormat == ePalette_RGB565) ReadPixelRGB565(mPaletteInput, dst);
else if (mPaletteFormat == ePalette_RGB5A3) ReadPixelRGB5A3(mPaletteInput, dst);
}
void CTextureDecoder::ReadPixelRGB565(CInputStream& src, COutputStream& dst)
{
// RGB565 can be used as-is.
dst.WriteShort(src.ReadShort());
}
void CTextureDecoder::ReadPixelRGB5A3(CInputStream& src, COutputStream& dst)
{
u16 px = src.ReadShort();
CColor c;
if (px & 0x8000) // RGB5
{
c.b = Extend5to8(px >> 10);
c.g = Extend5to8(px >> 5);
c.r = Extend5to8(px >> 0);
c.a = 0xFF;
}
else // RGB4A3
{
c.a = Extend3to8(px >> 12);
c.b = Extend4to8(px >> 8);
c.g = Extend4to8(px >> 4);
c.r = Extend4to8(px >> 0);
}
dst.WriteLong(c.ToLongARGB());
}
void CTextureDecoder::ReadPixelRGBA8(CInputStream& src, COutputStream& dst)
{
u16 ar = src.ReadShort();
src.Seek(0x1E, SEEK_CUR);
u16 gb = src.ReadShort();
src.Seek(-0x20, SEEK_CUR);
u32 px = (ar << 16) | gb;
dst.WriteLong(px);
}
void CTextureDecoder::ReadSubBlockCMPR(CInputStream& src, COutputStream& dst)
{
dst.WriteShort(src.ReadShort());
dst.WriteShort(src.ReadShort());
for (u32 byte = 0; byte < 4; byte++) {
u8 b = src.ReadByte();
b = ((b & 0x3) << 6) | ((b & 0xC) << 2) | ((b & 0x30) >> 2) | ((b & 0xC0) >> 6);
dst.WriteByte(b);
}
}
// ************ DECODE PIXELS (FULL DECODE TO RGBA8) ************
CColor CTextureDecoder::DecodePixelI4(u8 Byte, u8 WhichPixel)
{
if (WhichPixel == 1) Byte >>= 4;
u8 px = Extend4to8(Byte);
return CColor(px, px, px, 0xFF);
}
CColor CTextureDecoder::DecodePixelI8(u8 Byte)
{
return CColor(Byte, Byte, Byte, 0xFF);
}
CColor CTextureDecoder::DecodePixelIA4(u8 Byte)
{
u8 Alpha = Extend4to8(Byte >> 4);
u8 Lum = Extend4to8(Byte);
return CColor(Lum, Lum, Lum, Alpha);
}
CColor CTextureDecoder::DecodePixelIA8(u16 Short)
{
u8 Alpha = (Short >> 8) & 0xFF;
u8 Lum = Short & 0xFF;
return CColor(Lum, Lum, Lum, Alpha);
}
CColor CTextureDecoder::DecodePixelC4(u8 Byte, u8 WhichPixel, CInputStream& PaletteStream)
{
if (WhichPixel == 1) Byte >>= 4;
Byte &= 0xF;
PaletteStream.Seek(Byte * 2, SEEK_SET);
if (mPaletteFormat == ePalette_IA8) return DecodePixelIA8(PaletteStream.ReadShort());
else if (mPaletteFormat == ePalette_RGB565) return DecodePixelIA8(PaletteStream.ReadShort());
else if (mPaletteFormat == ePalette_RGB5A3) return DecodePixelIA8(PaletteStream.ReadShort());
else return CColor::skTransparentBlack;
}
CColor CTextureDecoder::DecodePixelC8(u8 Byte, CInputStream& PaletteStream)
{
PaletteStream.Seek(Byte * 2, SEEK_SET);
if (mPaletteFormat == ePalette_IA8) return DecodePixelIA8(PaletteStream.ReadShort());
else if (mPaletteFormat == ePalette_RGB565) return DecodePixelIA8(PaletteStream.ReadShort());
else if (mPaletteFormat == ePalette_RGB5A3) return DecodePixelIA8(PaletteStream.ReadShort());
else return CColor::skTransparentBlack;
}
CColor CTextureDecoder::DecodePixelRGB565(u16 Short)
{
u8 b = Extend5to8( (u8) (Short >> 11) );
u8 g = Extend6to8( (u8) (Short >> 5) );
u8 r = Extend5to8( (u8) (Short) );
return CColor(r, g, b, 0xFF);
}
CColor CTextureDecoder::DecodePixelRGB5A3(u16 Short)
{
if (Short & 0x8000) // RGB5
{
u8 b = Extend5to8( (u8) (Short >> 10));
u8 g = Extend5to8( (u8) (Short >> 5));
u8 r = Extend5to8( (u8) (Short) );
return CColor(r, g, b, 0xFF);
}
else // RGB4A3
{
u8 a = Extend3to8( (u8) (Short >> 12) );
u8 b = Extend4to8( (u8) (Short >> 8) );
u8 g = Extend4to8( (u8) (Short >> 4) );
u8 r = Extend4to8( (u8) (Short) );
return CColor(r, g, b, a);
}
}
void CTextureDecoder::DecodeSubBlockCMPR(CInputStream& src, COutputStream& dst, u16 Width)
{
CColor Palettes[4];
u16 PaletteA = src.ReadShort();
u16 PaletteB = src.ReadShort();
Palettes[0] = DecodePixelRGB565(PaletteA);
Palettes[1] = DecodePixelRGB565(PaletteB);
if (PaletteA > PaletteB)
{
Palettes[2] = (Palettes[0] * 0.666666666f) + (Palettes[1] * 0.333333333f);
Palettes[3] = (Palettes[0] * 0.333333333f) + (Palettes[1] * 0.666666666f);
}
else
{
Palettes[2] = (Palettes[0] * 0.5f) + (Palettes[1] * 0.5f);
Palettes[3] = CColor::skTransparentBlack;
}
for (u32 y = 0; y < 4; y++)
{
u8 Byte = src.ReadByte();
for (u32 x = 0; x < 4; x++)
{
u8 Shift = (u8) (6 - (x * 2));
u8 PaletteIndex = (Byte >> Shift) & 0x3;
CColor Pixel = Palettes[PaletteIndex];
dst.WriteLong(Pixel.ToLongARGB());
}
dst.Seek((Width - 4) * 4, SEEK_CUR);
}
}
void CTextureDecoder::DecodeBlockBC1(CInputStream& src, COutputStream& dst, u32 Width)
{
// Very similar to the CMPR subblock function, but unfortunately a slight
// difference in the order the pixel indices are read requires a separate function
CColor Palettes[4];
u16 PaletteA = src.ReadShort();
u16 PaletteB = src.ReadShort();
Palettes[0] = DecodePixelRGB565(PaletteA);
Palettes[1] = DecodePixelRGB565(PaletteB);
if (PaletteA > PaletteB)
{
Palettes[2] = (Palettes[0] * 0.666666666f) + (Palettes[1] * 0.333333333f);
Palettes[3] = (Palettes[0] * 0.333333333f) + (Palettes[1] * 0.666666666f);
}
else
{
Palettes[2] = (Palettes[0] * 0.5f) + (Palettes[1] * 0.5f);
Palettes[3] = CColor::skTransparentBlack;
}
for (u32 y = 0; y < 4; y++)
{
u8 Byte = src.ReadByte();
for (u32 x = 0; x < 4; x++)
{
u8 Shift = (u8) (x * 2);
u8 PaletteIndex = (Byte >> Shift) & 0x3;
CColor Pixel = Palettes[PaletteIndex];
dst.WriteLong(Pixel.ToLongARGB());
}
dst.Seek((Width - 4) * 4, SEEK_CUR);
}
}
void CTextureDecoder::DecodeBlockBC2(CInputStream& src, COutputStream& dst, u32 Width)
{
CColor CPalettes[4];
u16 PaletteA = src.ReadShort();
u16 PaletteB = src.ReadShort();
CPalettes[0] = DecodePixelRGB565(PaletteA);
CPalettes[1] = DecodePixelRGB565(PaletteB);
if (PaletteA > PaletteB)
{
CPalettes[2] = (CPalettes[0] * 0.666666666f) + (CPalettes[1] * 0.333333333f);
CPalettes[3] = (CPalettes[0] * 0.333333333f) + (CPalettes[1] * 0.666666666f);
}
else
{
CPalettes[2] = (CPalettes[0] * 0.5f) + (CPalettes[1] * 0.5f);
CPalettes[3] = CColor::skTransparentBlack;
}
for (u32 y = 0; y < 4; y++)
{
u8 Byte = src.ReadByte();
for (u32 x = 0; x < 4; x++)
{
u8 Shift = (u8) (x * 2);
u8 PaletteIndex = (Byte >> Shift) & 0x3;
CColor Pixel = CPalettes[PaletteIndex];
dst.WriteLong(Pixel.ToLongARGB());
}
dst.Seek((Width - 4) * 4, SEEK_CUR);
}
}
void CTextureDecoder::DecodeBlockBC3(CInputStream& src, COutputStream& dst, u32 Width)
{
CColor Palettes[4];
u16 PaletteA = src.ReadShort();
u16 PaletteB = src.ReadShort();
Palettes[0] = DecodePixelRGB565(PaletteA);
Palettes[1] = DecodePixelRGB565(PaletteB);
if (PaletteA > PaletteB)
{
Palettes[2] = (Palettes[0] * 0.666666666f) + (Palettes[1] * 0.333333333f);
Palettes[3] = (Palettes[0] * 0.333333333f) + (Palettes[1] * 0.666666666f);
}
else
{
Palettes[2] = (Palettes[0] * 0.5f) + (Palettes[1] * 0.5f);
Palettes[3] = CColor::skTransparentBlack;
}
for (u32 y = 0; y < 4; y++)
{
u8 Byte = src.ReadByte();
for (u32 x = 0; x < 4; x++)
{
u8 Shift = (u8) (x * 2);
u8 PaletteIndex = (Byte >> Shift) & 0x3;
CColor Pixel = Palettes[PaletteIndex];
dst.WriteLong(Pixel.ToLongARGB());
}
dst.Seek((Width - 4) * 4, SEEK_CUR);
}
}
CColor CTextureDecoder::DecodeDDSPixel(CInputStream&)
{
// Not using parameter 1 (CInputStream& - DDS)
return CColor::skWhite;
}
// ************ UTILITY ************
u8 CTextureDecoder::Extend3to8(u8 in)
{
in &= 0x7;
return (in << 5) | (in << 2) | (in >> 1);
}
u8 CTextureDecoder::Extend4to8(u8 in)
{
in &= 0xF;
return (in << 4) | in;
}
u8 CTextureDecoder::Extend5to8(u8 in)
{
in &= 0x1F;
return (in << 3) | (in >> 2);
}
u8 CTextureDecoder::Extend6to8(u8 in)
{
in &= 0x3F;
return (in << 2) | (in >> 4);
}
u32 CTextureDecoder::CalculateShiftForMask(u32 BitMask)
{
u32 Shift = 32;
while (BitMask)
{
BitMask <<= 1;
Shift--;
}
return Shift;
}
u32 CTextureDecoder::CalculateMaskBitCount(u32 BitMask)
{
u32 Count = 0;
while (BitMask)
{
if (BitMask & 0x1) Count++;
BitMask >>= 1;
}
return Count;
}