PrimeWorldEditor/src/Core/Resource/Factory/CTextureDecoder.cpp

900 lines
31 KiB
C++

#include "CTextureDecoder.h"
#include <Common/Log.h>
#include <Common/CColor.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 uint32 gskSourceBpp[] = {
4, 8, 8, 16, 4, 8, 16, 16, 16, 32, 4
};
// Bits per pixel for each GX texture format when decoded
static const uint32 gskOutputBpp[] = {
16, 16, 16, 16, 16, 16, 16, 16, 32, 32, 4
};
// Size of one pixel in output data in bytes
static const uint32 gskOutputPixelStride[] = {
2, 2, 2, 2, 2, 2, 2, 2, 4, 4, 8
};
// Block width for each GX texture format
static const uint32 gskBlockWidth[] = {
8, 8, 8, 4, 8, 8, 4, 4, 4, 4, 2
};
// Block height for each GX texture format
static const uint32 gskBlockHeight[] = {
8, 4, 4, 4, 8, 4, 4, 4, 4, 4, 2
};
CTextureDecoder::CTextureDecoder()
{
}
CTextureDecoder::~CTextureDecoder()
{
}
CTexture* CTextureDecoder::CreateTexture()
{
CTexture *pTex = new CTexture(mpEntry);
pTex->mSourceTexelFormat = mTexelFormat;
pTex->mWidth = mWidth;
pTex->mHeight = mHeight;
pTex->mNumMipMaps = mNumMipMaps;
pTex->mLinearSize = (uint32) (mWidth * mHeight * gskPixelsToBytes[(int) mTexelFormat]);
pTex->mpImgDataBuffer = mpDataBuffer;
pTex->mImgDataSize = mDataBufferSize;
pTex->mBufferExists = true;
switch (mTexelFormat)
{
case ETexelFormat::GX_I4:
case ETexelFormat::GX_I8:
case ETexelFormat::GX_IA4:
case ETexelFormat::GX_IA8:
pTex->mTexelFormat = ETexelFormat::LuminanceAlpha;
break;
case ETexelFormat::GX_RGB565:
pTex->mTexelFormat = ETexelFormat::RGB565;
break;
case ETexelFormat::GX_C4:
case ETexelFormat::GX_C8:
if (mPaletteFormat == EGXPaletteFormat::IA8) pTex->mTexelFormat = ETexelFormat::LuminanceAlpha;
if (mPaletteFormat == EGXPaletteFormat::RGB565) pTex->mTexelFormat = ETexelFormat::RGB565;
if (mPaletteFormat == EGXPaletteFormat::RGB5A3) pTex->mTexelFormat = ETexelFormat::RGBA8;
break;
case ETexelFormat::GX_RGB5A3:
case ETexelFormat::GX_RGBA8:
pTex->mTexelFormat = ETexelFormat::RGBA8;
break;
case ETexelFormat::GX_CMPR:
pTex->mTexelFormat = ETexelFormat::DXT1;
break;
case ETexelFormat::DXT1:
pTex->mTexelFormat = ETexelFormat::DXT1;
pTex->mLinearSize = mWidth * mHeight / 2;
break;
default:
pTex->mTexelFormat = mTexelFormat;
break;
}
return pTex;
}
// ************ STATIC ************
CTexture* CTextureDecoder::LoadTXTR(IInputStream& rTXTR, CResourceEntry *pEntry)
{
CTextureDecoder Decoder;
Decoder.mpEntry = pEntry;
Decoder.ReadTXTR(rTXTR);
Decoder.PartialDecodeGXTexture(rTXTR);
return Decoder.CreateTexture();
}
CTexture* CTextureDecoder::DoFullDecode(IInputStream& rTXTR, CResourceEntry *pEntry)
{
CTextureDecoder Decoder;
Decoder.mpEntry = pEntry;
Decoder.ReadTXTR(rTXTR);
Decoder.FullDecodeGXTexture(rTXTR);
CTexture *pTexture = Decoder.CreateTexture();
pTexture->mTexelFormat = ETexelFormat::RGBA8;
return pTexture;
}
CTexture* CTextureDecoder::LoadDDS(IInputStream& rDDS, CResourceEntry *pEntry)
{
CTextureDecoder Decoder;
Decoder.mpEntry = pEntry;
Decoder.ReadDDS(rDDS);
Decoder.DecodeDDS(rDDS);
return Decoder.CreateTexture();
}
CTexture* CTextureDecoder::DoFullDecode(CTexture* /*pTexture*/)
{
return nullptr;
}
// ************ READ ************
void CTextureDecoder::ReadTXTR(IInputStream& rTXTR)
{
// Read TXTR header
mTexelFormat = ETexelFormat(rTXTR.ReadLong());
mWidth = rTXTR.ReadShort();
mHeight = rTXTR.ReadShort();
mNumMipMaps = rTXTR.ReadLong();
// For C4 and C8 images, read palette
if ((mTexelFormat == ETexelFormat::GX_C4) || (mTexelFormat == ETexelFormat::GX_C8))
{
mHasPalettes = true;
mPaletteFormat = EGXPaletteFormat(rTXTR.ReadLong());
rTXTR.Seek(0x4, SEEK_CUR);
uint32 PaletteEntryCount = (mTexelFormat == ETexelFormat::GX_C4) ? 16 : 256;
mPalettes.resize(PaletteEntryCount * 2);
rTXTR.ReadBytes(mPalettes.data(), mPalettes.size());
mPaletteInput.SetData(mPalettes.data(), mPalettes.size(), EEndian::BigEndian);
}
else mHasPalettes = false;
}
void CTextureDecoder::ReadDDS(IInputStream& rDDS)
{
// Header
CFourCC Magic(rDDS);
if (Magic != FOURCC('DDS '))
{
errorf("%s: Invalid DDS magic: 0x%08X", *rDDS.GetSourceString(), Magic.ToLong());
return;
}
uint32 ImageDataStart = rDDS.Tell() + rDDS.ReadLong();
rDDS.Seek(0x4, SEEK_CUR); // Skipping flags
mHeight = (uint16) rDDS.ReadLong();
mWidth = (uint16) rDDS.ReadLong();
rDDS.Seek(0x8, SEEK_CUR); // Skipping linear size + depth
mNumMipMaps = rDDS.ReadLong() + 1; // DDS doesn't seem to count the first mipmap
rDDS.Seek(0x2C, SEEK_CUR); // Skipping reserved
// Pixel Format
rDDS.Seek(0x4, SEEK_CUR); // Skipping size
mDDSInfo.Flags = rDDS.ReadLong();
CFourCC Format(rDDS);
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 = rDDS.ReadLong();
mDDSInfo.RBitMask = rDDS.ReadLong();
mDDSInfo.GBitMask = rDDS.ReadLong();
mDDSInfo.BBitMask = rDDS.ReadLong();
mDDSInfo.ABitMask = rDDS.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
rDDS.Seek(ImageDataStart, SEEK_SET);
}
// ************ DECODE ************
void CTextureDecoder::PartialDecodeGXTexture(IInputStream& TXTR)
{
// TODO: This function doesn't handle very small mipmaps correctly.
// The format applies padding when the size of a mipmap is less than the block size for that format.
// The decode needs to be adjusted to account for the padding and skip over it (since we don't have padding in OpenGL).
// Get image data size, create output buffer
uint32 ImageStart = TXTR.Tell();
TXTR.Seek(0x0, SEEK_END);
uint32 ImageSize = TXTR.Tell() - ImageStart;
TXTR.Seek(ImageStart, SEEK_SET);
mDataBufferSize = ImageSize * (gskOutputBpp[(int) mTexelFormat] / gskSourceBpp[(int) mTexelFormat]);
if ((mHasPalettes) && (mPaletteFormat == EGXPaletteFormat::RGB5A3)) mDataBufferSize *= 2;
mpDataBuffer = new uint8[mDataBufferSize];
CMemoryOutStream Out(mpDataBuffer, mDataBufferSize, EEndian::SystemEndian);
// Initializing more stuff before we start the mipmap loop
uint32 MipW = mWidth, MipH = mHeight;
uint32 MipOffset = 0;
uint32 BWidth = gskBlockWidth[(int) mTexelFormat];
uint32 BHeight = gskBlockHeight[(int) mTexelFormat];
uint32 PixelStride = gskOutputPixelStride[(int) mTexelFormat];
if (mHasPalettes && (mPaletteFormat == EGXPaletteFormat::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 == ETexelFormat::GX_CMPR) {
MipW /= 4;
MipH /= 4;
}
// This value set to true if we hit the end of the file earlier than expected.
// This is necessary due to a mistake Retro made in their cooker for I8 textures where very small mipmaps are cut off early, resulting in an out-of-bounds memory access.
// This affects one texture that I know of - Echoes 3bb2c034.TXTR
bool BreakEarly = false;
for (uint32 iMip = 0; iMip < mNumMipMaps; iMip++)
{
if (MipW < BWidth) MipW = BWidth;
if (MipH < BHeight) MipH = BHeight;
for (uint32 iBlockY = 0; iBlockY < MipH; iBlockY += BHeight)
{
for (uint32 iBlockX = 0; iBlockX < MipW; iBlockX += BWidth)
{
for (uint32 iImgY = iBlockY; iImgY < iBlockY + BHeight; iImgY++)
{
for (uint32 iImgX = iBlockX; iImgX < iBlockX + BWidth; iImgX++)
{
uint32 DstPos = ((iImgY * MipW) + iImgX) * PixelStride;
Out.Seek(MipOffset + DstPos, SEEK_SET);
if (mTexelFormat == ETexelFormat::GX_I4) ReadPixelsI4(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_I8) ReadPixelI8(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_IA4) ReadPixelIA4(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_IA8) ReadPixelIA8(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_C4) ReadPixelsC4(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_C8) ReadPixelC8(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_RGB565) ReadPixelRGB565(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_RGB5A3) ReadPixelRGB5A3(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_RGBA8) ReadPixelRGBA8(TXTR, Out);
else if (mTexelFormat == ETexelFormat::GX_CMPR) ReadSubBlockCMPR(TXTR, Out);
// I4 and C4 have 4bpp images, so I'm forced to read two pixels at a time.
if ((mTexelFormat == ETexelFormat::GX_I4) || (mTexelFormat == ETexelFormat::GX_C4)) iImgX++;
// Check if we're at the end of the file.
if (TXTR.EoF()) BreakEarly = true;
}
if (BreakEarly) break;
}
if (mTexelFormat == ETexelFormat::GX_RGBA8) TXTR.Seek(0x20, SEEK_CUR);
if (BreakEarly) break;
}
if (BreakEarly) break;
}
uint32 MipSize = (uint32) (MipW * MipH * gskPixelsToBytes[(int) mTexelFormat]);
if (mTexelFormat == ETexelFormat::GX_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 (BreakEarly) break;
}
}
void CTextureDecoder::FullDecodeGXTexture(IInputStream& rTXTR)
{
// Get image data size, create output buffer
uint32 ImageStart = rTXTR.Tell();
rTXTR.Seek(0x0, SEEK_END);
uint32 ImageSize = rTXTR.Tell() - ImageStart;
rTXTR.Seek(ImageStart, SEEK_SET);
mDataBufferSize = ImageSize * (32 / gskSourceBpp[(int) mTexelFormat]);
mpDataBuffer = new uint8[mDataBufferSize];
CMemoryOutStream Out(mpDataBuffer, mDataBufferSize, EEndian::SystemEndian);
// Initializing more stuff before we start the mipmap loop
uint32 MipW = mWidth, MipH = mHeight;
uint32 MipOffset = 0;
uint32 BWidth = gskBlockWidth[(int) mTexelFormat];
uint32 BHeight = gskBlockHeight[(int) 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 == ETexelFormat::GX_CMPR)
{
MipW /= 4;
MipH /= 4;
}
for (uint32 iMip = 0; iMip < mNumMipMaps; iMip++)
{
for (uint32 iBlockY = 0; iBlockY < MipH; iBlockY += BHeight)
for (uint32 iBlockX = 0; iBlockX < MipW; iBlockX += BWidth) {
for (uint32 iImgY = iBlockY; iImgY < iBlockY + BHeight; iImgY++) {
for (uint32 iImgX = iBlockX; iImgX < iBlockX + BWidth; iImgX++)
{
uint32 DstPos = (mTexelFormat == ETexelFormat::GX_CMPR) ? ((iImgY * (MipW * 4)) + iImgX) * 16 : ((iImgY * MipW) + iImgX) * 4;
Out.Seek(MipOffset + DstPos, SEEK_SET);
// I4/C4/CMPR require reading more than one pixel at a time
if (mTexelFormat == ETexelFormat::GX_I4)
{
uint8 Byte = rTXTR.ReadByte();
Out.WriteLong( DecodePixelI4(Byte, 0).ToLongARGB() );
Out.WriteLong( DecodePixelI4(Byte, 1).ToLongARGB() );
}
else if (mTexelFormat == ETexelFormat::GX_C4)
{
uint8 Byte = rTXTR.ReadByte();
Out.WriteLong( DecodePixelC4(Byte, 0, mPaletteInput).ToLongARGB() );
Out.WriteLong( DecodePixelC4(Byte, 1, mPaletteInput).ToLongARGB() );
}
else if (mTexelFormat == ETexelFormat::GX_CMPR) DecodeSubBlockCMPR(rTXTR, Out, (uint16) (MipW * 4));
else
{
CColor Pixel;
if (mTexelFormat == ETexelFormat::GX_I8) Pixel = DecodePixelI8(rTXTR.ReadByte());
else if (mTexelFormat == ETexelFormat::GX_IA4) Pixel = DecodePixelIA4(rTXTR.ReadByte());
else if (mTexelFormat == ETexelFormat::GX_IA8) Pixel = DecodePixelIA8(rTXTR.ReadShort());
else if (mTexelFormat == ETexelFormat::GX_C8) Pixel = DecodePixelC8(rTXTR.ReadByte(), mPaletteInput);
else if (mTexelFormat == ETexelFormat::GX_RGB565) Pixel = DecodePixelRGB565(rTXTR.ReadShort());
else if (mTexelFormat == ETexelFormat::GX_RGB5A3) Pixel = DecodePixelRGB5A3(rTXTR.ReadShort());
else if (mTexelFormat == ETexelFormat::GX_RGBA8) Pixel = CColor(rTXTR, true);
Out.WriteLong(Pixel.ToLongARGB());
}
}
}
if (mTexelFormat == ETexelFormat::GX_RGBA8) rTXTR.Seek(0x20, SEEK_CUR);
}
uint32 MipSize = MipW * MipH * 4;
if (mTexelFormat == ETexelFormat::GX_CMPR) MipSize *= 16;
MipOffset += MipSize;
MipW /= 2;
MipH /= 2;
if (MipW < BWidth) MipW = BWidth;
if (MipH < BHeight) MipH = BHeight;
}
}
void CTextureDecoder::DecodeDDS(IInputStream& rDDS)
{
// Get image data size, create output buffer
uint32 ImageStart = rDDS.Tell();
rDDS.Seek(0x0, SEEK_END);
uint32 ImageSize = rDDS.Tell() - ImageStart;
rDDS.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 uint8[mDataBufferSize];
CMemoryOutStream Out(mpDataBuffer, mDataBufferSize, EEndian::SystemEndian);
// Initializing more stuff before we start the mipmap loop
uint32 MipW = mWidth, MipH = mHeight;
uint32 MipOffset = 0;
uint32 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 (uint32 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);
uint32 MipSize = MipW * MipH / 2;
std::vector<uint8> MipBuffer(MipSize);
rDDS.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 (uint32 Y = 0; Y < MipH; Y++)
{
for (uint32 X = 0; X < MipW; X++)
{
uint32 OutPos = MipOffset;
if (mDDSInfo.Format == SDDSInfo::RGBA)
{
OutPos += ((Y * MipW) + X) * 4;
Out.Seek(OutPos, SEEK_SET);
CColor Pixel = DecodeDDSPixel(rDDS);
Out.WriteLong(Pixel.ToLongARGB());
}
else
{
OutPos += ((Y * (MipW * 4)) + X) * 16;
Out.Seek(OutPos, SEEK_SET);
if (mDDSInfo.Format == SDDSInfo::DXT1)
DecodeBlockBC1(rDDS, Out, MipW * 4);
else if ((mDDSInfo.Format == SDDSInfo::DXT2) || (mDDSInfo.Format == SDDSInfo::DXT3))
DecodeBlockBC2(rDDS, Out, MipW * 4);
else if ((mDDSInfo.Format == SDDSInfo::DXT4) || (mDDSInfo.Format == SDDSInfo::DXT5))
DecodeBlockBC3(rDDS, Out, MipW * 4);
}
}
}
uint32 MipSize = (mWidth * mHeight) * 4;
if (mDDSInfo.Format != SDDSInfo::RGBA) MipSize *= 16;
MipOffset += MipSize;
MipW /= 2;
MipH /= 2;
}
}
if (mDDSInfo.Format == SDDSInfo::DXT1)
mTexelFormat = ETexelFormat::DXT1;
else
mTexelFormat = ETexelFormat::GX_RGBA8;
}
// ************ READ PIXELS (PARTIAL DECODE) ************
void CTextureDecoder::ReadPixelsI4(IInputStream& rSrc, IOutputStream& rDst)
{
uint8 Pixels = rSrc.ReadByte();
rDst.WriteByte(Extend4to8(Pixels >> 4));
rDst.WriteByte(Extend4to8(Pixels >> 4));
rDst.WriteByte(Extend4to8(Pixels));
rDst.WriteByte(Extend4to8(Pixels));
}
void CTextureDecoder::ReadPixelI8(IInputStream& rSrc, IOutputStream& rDst)
{
uint8 Pixel = rSrc.ReadByte();
rDst.WriteByte(Pixel);
rDst.WriteByte(Pixel);
}
void CTextureDecoder::ReadPixelIA4(IInputStream& rSrc, IOutputStream& rDst)
{
// this can be left as-is for DDS conversion, but opengl doesn't support two components in one byte...
uint8 Byte = rSrc.ReadByte();
uint8 Alpha = Extend4to8(Byte >> 4);
uint8 Lum = Extend4to8(Byte);
rDst.WriteShort((Lum << 8) | Alpha);
}
void CTextureDecoder::ReadPixelIA8(IInputStream& rSrc, IOutputStream& rDst)
{
rDst.WriteShort(rSrc.ReadShort());
}
void CTextureDecoder::ReadPixelsC4(IInputStream& rSrc, IOutputStream& rDst)
{
// 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.
uint8 Byte = rSrc.ReadByte();
uint8 Indices[2];
Indices[0] = (Byte >> 4) & 0xF;
Indices[1] = Byte & 0xF;
for (uint32 iIdx = 0; iIdx < 2; iIdx++)
{
uint8 R, G, B, A;
((Indices[iIdx] >> 3) & 0x1) ? R = 0xFF : R = 0x0;
((Indices[iIdx] >> 2) & 0x1) ? G = 0xFF : G = 0x0;
((Indices[iIdx] >> 1) & 0x1) ? B = 0xFF : B = 0x0;
((Indices[iIdx] >> 0) & 0x1) ? A = 0xFF : A = 0x0;
uint32 RGBA = (R << 24) | (G << 16) | (B << 8) | (A);
rDst.WriteLong(RGBA);
/*mPaletteInput.Seek(indices[i] * 2, SEEK_SET);
if (mPaletteFormat == ePalette_IA8) readPixelIA8(mPaletteInput, rDst);
else if (mPaletteFormat == ePalette_RGB565) readPixelRGB565(mPaletteInput, rDst);
else if (mPaletteFormat == ePalette_RGB5A3) readPixelRGB5A3(mPaletteInput, rDst);*/
}
}
void CTextureDecoder::ReadPixelC8(IInputStream& rSrc, IOutputStream& rDst)
{
// DKCR fonts use C8 :|
uint8 Index = rSrc.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;
uint32 RGBA = (R << 24) | (G << 16) | (B << 8) | (A);
dst.WriteLong(RGBA);*/
mPaletteInput.Seek(Index * 2, SEEK_SET);
if (mPaletteFormat == EGXPaletteFormat::IA8) ReadPixelIA8(mPaletteInput, rDst);
else if (mPaletteFormat == EGXPaletteFormat::RGB565) ReadPixelRGB565(mPaletteInput, rDst);
else if (mPaletteFormat == EGXPaletteFormat::RGB5A3) ReadPixelRGB5A3(mPaletteInput, rDst);
}
void CTextureDecoder::ReadPixelRGB565(IInputStream& rSrc, IOutputStream& rDst)
{
// RGB565 can be used as-is.
rDst.WriteShort(rSrc.ReadShort());
}
void CTextureDecoder::ReadPixelRGB5A3(IInputStream& rSrc, IOutputStream& rDst)
{
uint16 Pixel = rSrc.ReadShort();
uint8 R, G, B, A;
if (Pixel & 0x8000) // RGB5
{
B = Extend5to8(Pixel >> 10);
G = Extend5to8(Pixel >> 5);
R = Extend5to8(Pixel >> 0);
A = 255;
}
else // RGB4A3
{
A = Extend3to8(Pixel >> 12);
B = Extend4to8(Pixel >> 8);
G = Extend4to8(Pixel >> 4);
R = Extend4to8(Pixel >> 0);
}
uint32 Color = (A << 24) | (R << 16) | (G << 8) | B;
rDst.WriteLong(Color);
}
void CTextureDecoder::ReadPixelRGBA8(IInputStream& rSrc, IOutputStream& rDst)
{
uint16 AR = rSrc.ReadShort();
rSrc.Seek(0x1E, SEEK_CUR);
uint16 GB = rSrc.ReadShort();
rSrc.Seek(-0x20, SEEK_CUR);
uint32 Pixel = (AR << 16) | GB;
rDst.WriteLong(Pixel);
}
void CTextureDecoder::ReadSubBlockCMPR(IInputStream& rSrc, IOutputStream& rDst)
{
rDst.WriteShort(rSrc.ReadShort());
rDst.WriteShort(rSrc.ReadShort());
for (uint32 iByte = 0; iByte < 4; iByte++)
{
uint8 Byte = rSrc.ReadByte();
Byte = ((Byte & 0x3) << 6) | ((Byte & 0xC) << 2) | ((Byte & 0x30) >> 2) | ((Byte & 0xC0) >> 6);
rDst.WriteByte(Byte);
}
}
// ************ DECODE PIXELS (FULL DECODE TO RGBA8) ************
CColor CTextureDecoder::DecodePixelI4(uint8 Byte, uint8 WhichPixel)
{
if (WhichPixel == 1) Byte >>= 4;
uint8 Pixel = Extend4to8(Byte);
return CColor::Integral(Pixel, Pixel, Pixel);
}
CColor CTextureDecoder::DecodePixelI8(uint8 Byte)
{
return CColor::Integral(Byte, Byte, Byte);
}
CColor CTextureDecoder::DecodePixelIA4(uint8 Byte)
{
uint8 Alpha = Extend4to8(Byte >> 4);
uint8 Lum = Extend4to8(Byte);
return CColor::Integral(Lum, Lum, Lum, Alpha);
}
CColor CTextureDecoder::DecodePixelIA8(uint16 Short)
{
uint8 Alpha = (Short >> 8) & 0xFF;
uint8 Lum = Short & 0xFF;
return CColor::Integral(Lum, Lum, Lum, Alpha);
}
CColor CTextureDecoder::DecodePixelC4(uint8 Byte, uint8 WhichPixel, IInputStream& rPaletteStream)
{
if (WhichPixel == 1) Byte >>= 4;
Byte &= 0xF;
rPaletteStream.Seek(Byte * 2, SEEK_SET);
if (mPaletteFormat == EGXPaletteFormat::IA8) return DecodePixelIA8(rPaletteStream.ReadShort());
else if (mPaletteFormat == EGXPaletteFormat::RGB565) return DecodePixelIA8(rPaletteStream.ReadShort());
else if (mPaletteFormat == EGXPaletteFormat::RGB5A3) return DecodePixelIA8(rPaletteStream.ReadShort());
else return CColor::skTransparentBlack;
}
CColor CTextureDecoder::DecodePixelC8(uint8 Byte, IInputStream& rPaletteStream)
{
rPaletteStream.Seek(Byte * 2, SEEK_SET);
if (mPaletteFormat == EGXPaletteFormat::IA8) return DecodePixelIA8(rPaletteStream.ReadShort());
else if (mPaletteFormat == EGXPaletteFormat::RGB565) return DecodePixelIA8(rPaletteStream.ReadShort());
else if (mPaletteFormat == EGXPaletteFormat::RGB5A3) return DecodePixelIA8(rPaletteStream.ReadShort());
else return CColor::skTransparentBlack;
}
CColor CTextureDecoder::DecodePixelRGB565(uint16 Short)
{
uint8 B = Extend5to8( (uint8) (Short >> 11) );
uint8 G = Extend6to8( (uint8) (Short >> 5) );
uint8 R = Extend5to8( (uint8) (Short) );
return CColor::Integral(R, G, B, 0xFF);
}
CColor CTextureDecoder::DecodePixelRGB5A3(uint16 Short)
{
if (Short & 0x8000) // RGB5
{
uint8 B = Extend5to8( (uint8) (Short >> 10));
uint8 G = Extend5to8( (uint8) (Short >> 5));
uint8 R = Extend5to8( (uint8) (Short) );
return CColor::Integral(R, G, B, 0xFF);
}
else // RGB4A3
{
uint8 A = Extend3to8( (uint8) (Short >> 12) );
uint8 B = Extend4to8( (uint8) (Short >> 8) );
uint8 G = Extend4to8( (uint8) (Short >> 4) );
uint8 R = Extend4to8( (uint8) (Short) );
return CColor::Integral(R, G, B, A);
}
}
void CTextureDecoder::DecodeSubBlockCMPR(IInputStream& rSrc, IOutputStream& rDst, uint16 Width)
{
CColor Palettes[4];
uint16 PaletteA = rSrc.ReadShort();
uint16 PaletteB = rSrc.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 (uint32 iBlockY = 0; iBlockY < 4; iBlockY++)
{
uint8 Byte = rSrc.ReadByte();
for (uint32 iBlockX = 0; iBlockX < 4; iBlockX++)
{
uint8 Shift = (uint8) (6 - (iBlockX * 2));
uint8 PaletteIndex = (Byte >> Shift) & 0x3;
CColor Pixel = Palettes[PaletteIndex];
rDst.WriteLong(Pixel.ToLongARGB());
}
rDst.Seek((Width - 4) * 4, SEEK_CUR);
}
}
void CTextureDecoder::DecodeBlockBC1(IInputStream& rSrc, IOutputStream& rDst, uint32 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];
uint16 PaletteA = rSrc.ReadShort();
uint16 PaletteB = rSrc.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 (uint32 iBlockY = 0; iBlockY < 4; iBlockY++)
{
uint8 Byte = rSrc.ReadByte();
for (uint32 iBlockX = 0; iBlockX < 4; iBlockX++)
{
uint8 Shift = (uint8) (iBlockX * 2);
uint8 PaletteIndex = (Byte >> Shift) & 0x3;
CColor Pixel = Palettes[PaletteIndex];
rDst.WriteLong(Pixel.ToLongARGB());
}
rDst.Seek((Width - 4) * 4, SEEK_CUR);
}
}
void CTextureDecoder::DecodeBlockBC2(IInputStream& rSrc, IOutputStream& rDst, uint32 Width)
{
CColor CPalettes[4];
uint16 PaletteA = rSrc.ReadShort();
uint16 PaletteB = rSrc.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 (uint32 iBlockY = 0; iBlockY < 4; iBlockY++)
{
uint8 Byte = rSrc.ReadByte();
for (uint32 iBlockX = 0; iBlockX < 4; iBlockX++)
{
uint8 Shift = (uint8) (iBlockX * 2);
uint8 PaletteIndex = (Byte >> Shift) & 0x3;
CColor Pixel = CPalettes[PaletteIndex];
rDst.WriteLong(Pixel.ToLongARGB());
}
rDst.Seek((Width - 4) * 4, SEEK_CUR);
}
}
void CTextureDecoder::DecodeBlockBC3(IInputStream& rSrc, IOutputStream& rDst, uint32 Width)
{
CColor Palettes[4];
uint16 PaletteA = rSrc.ReadShort();
uint16 PaletteB = rSrc.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 (uint32 iBlockY = 0; iBlockY < 4; iBlockY++)
{
uint8 Byte = rSrc.ReadByte();
for (uint32 iBlockX = 0; iBlockX < 4; iBlockX++)
{
uint8 Shift = (uint8) (iBlockX * 2);
uint8 PaletteIndex = (Byte >> Shift) & 0x3;
CColor Pixel = Palettes[PaletteIndex];
rDst.WriteLong(Pixel.ToLongARGB());
}
rDst.Seek((Width - 4) * 4, SEEK_CUR);
}
}
CColor CTextureDecoder::DecodeDDSPixel(IInputStream& /*rDDS*/)
{
return CColor::skWhite;
}
// ************ UTILITY ************
uint8 CTextureDecoder::Extend3to8(uint8 In)
{
In &= 0x7;
return (In << 5) | (In << 2) | (In >> 1);
}
uint8 CTextureDecoder::Extend4to8(uint8 In)
{
In &= 0xF;
return (In << 4) | In;
}
uint8 CTextureDecoder::Extend5to8(uint8 In)
{
In &= 0x1F;
return (In << 3) | (In >> 2);
}
uint8 CTextureDecoder::Extend6to8(uint8 In)
{
In &= 0x3F;
return (In << 2) | (In >> 4);
}
uint32 CTextureDecoder::CalculateShiftForMask(uint32 BitMask)
{
uint32 Shift = 32;
while (BitMask)
{
BitMask <<= 1;
Shift--;
}
return Shift;
}
uint32 CTextureDecoder::CalculateMaskBitCount(uint32 BitMask)
{
uint32 Count = 0;
while (BitMask)
{
if (BitMask & 0x1) Count++;
BitMask >>= 1;
}
return Count;
}