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Switch-Toolbox/Switch_Toolbox_Library/FileFormats/ASTC/ASTCDecoder.cs

1388 lines
48 KiB
C#
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Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
namespace Ryujinx.Graphics.Gal.Texture
{
public class ASTCDecoderException : Exception
{
public ASTCDecoderException(string ExMsg) : base(ExMsg) {/* Toolbox.Library.Forms.STErrorDialog.Show(ExMsg, "", ExMsg);*/ }
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
//https://github.com/GammaUNC/FasTC/blob/master/ASTCEncoder/src/Decompressor.cpp
public static class ASTCDecoder
{
struct TexelWeightParams
{
public int Width;
public int Height;
public bool DualPlane;
public int MaxWeight;
public bool Error;
public bool VoidExtentLDR;
public bool VoidExtentHDR;
public int GetPackedBitSize()
{
// How many indices do we have?
int Indices = Height * Width;
if (DualPlane)
{
Indices *= 2;
}
IntegerEncoded IntEncoded = IntegerEncoded.CreateEncoding(MaxWeight);
return IntEncoded.GetBitLength(Indices);
}
public int GetNumWeightValues()
{
int Ret = Width * Height;
if (DualPlane)
{
Ret *= 2;
}
return Ret;
}
}
public static byte[] DecodeToRGBA8888(
byte[] InputBuffer,
int BlockX,
int BlockY,
int BlockZ,
int X,
int Y,
int Z)
{
using (MemoryStream InputStream = new MemoryStream(InputBuffer))
{
BinaryReader BinReader = new BinaryReader(InputStream);
if (BlockX > 12 || BlockY > 12)
{
throw new Exception("Block size unsupported!");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
if (BlockZ != 1 || Z != 1)
{
throw new Exception("3D compressed textures unsupported!");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
using (MemoryStream OutputStream = new MemoryStream())
{
int BlockIndex = 0;
for (int j = 0; j < Y; j += BlockY)
{
for (int i = 0; i < X; i += BlockX)
{
int[] DecompressedData = new int[144];
DecompressBlock(BinReader.ReadBytes(0x10), DecompressedData, BlockX, BlockY);
int DecompressedWidth = Math.Min(BlockX, X - i);
int DecompressedHeight = Math.Min(BlockY, Y - j);
int BaseOffsets = (j * X + i) * 4;
for (int jj = 0; jj < DecompressedHeight; jj++)
{
OutputStream.Seek(BaseOffsets + jj * X * 4, SeekOrigin.Begin);
byte[] OutputBuffer = new byte[DecompressedData.Length * sizeof(int)];
Buffer.BlockCopy(DecompressedData, 0, OutputBuffer, 0, OutputBuffer.Length);
OutputStream.Write(OutputBuffer, jj * BlockX * 4, DecompressedWidth * 4);
}
BlockIndex++;
}
}
return OutputStream.ToArray();
}
}
}
public static bool DecompressBlock(
byte[] InputBuffer,
int[] OutputBuffer,
int BlockWidth,
int BlockHeight)
{
BitArrayStream BitStream = new BitArrayStream(new BitArray(InputBuffer));
TexelWeightParams TexelParams = DecodeBlockInfo(BitStream);
if (TexelParams.Error)
{
throw new Exception("Invalid block mode");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
// Console.WriteLine($"BlockWidth {BlockWidth} {BlockHeight} BlockHeight");
// Console.WriteLine($"TexelParams {TexelParams.Width} X {TexelParams.Height}");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
if (TexelParams.VoidExtentLDR)
{
FillVoidExtentLDR(BitStream, OutputBuffer, BlockWidth, BlockHeight);
return true;
}
if (TexelParams.VoidExtentHDR)
{
throw new Exception("HDR void extent blocks are unsupported!");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
if (TexelParams.Width > BlockWidth)
{
throw new Exception("Texel weight grid width should be smaller than block width");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
if (TexelParams.Height > BlockHeight)
{
throw new Exception("Texel weight grid height should be smaller than block height");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
// Read num partitions
int NumberPartitions = BitStream.ReadBits(2) + 1;
Debug.Assert(NumberPartitions <= 4);
if (NumberPartitions == 4 && TexelParams.DualPlane)
{
throw new Exception("Dual plane mode is incompatible with four partition blocks");
Add files for the new one. Rework UI from scratch with proper themes and custom controls. MDI windows are now used for workspaces, comparing docs, and multiple usages. Tabs organise multiple workspaces and you can keep mdi windows maximized if you want to only use tabs. Themes currently include dark and white theme but plan to have XML files with list of color and styles Alot of things optimized. UI is very fast and snappy now Dae rigging fixed. Dae bones can be imported. Dae with textures can be imported and exported to a folder Custom sampler editor for sampler data. Texture refs, shader options, params, render info, and basically all material data can be added/removed and edited User data editor Update opengl framework by JuPaHe64 to the newest. Includes an origintation cube, multiple models in a scene, and many improvements Skeleton can be viewed GFPAK with some fixes in saving NUTEXB has proper mip map viewing PTCL Editor (Wii U and Switch). Can edit colors ( Wii U) and view textures. Also EFFN files in smash ultimate can be previewed Files can be associated with the program and opened with on clicking them ASTC textures can be viewed UVs can be viewed. Includes wrap modes and also translating and scaling for some basic edits Textures use a new editor. It includes channel viewing and some new editing options Fixed black textures on some wii u bfres Fixed saving sarcs in sarcs Shortcut keys have been added in. CTRL + S can save the active file in the currently used window Fix more issues with bfres crashing File - New includes BNTX for creating new bntx files from scatch Raw shader binaries can be extracted from bnsh and bfsha. Yuzu and Ryujinx can decompile these Sharc files can have source data previewed and shader programs in XML Aamp v1 and v2 data can be previewed. v1 can be edited and saved atm, v2 will be at a later update Byaml uses it's own editor instead of a seperate window for easy saving within sarcs Archives have a hex viewer Dae exporting greatly improved and can export rigged meshes Scene, shader param, srt, color, and texture pattern animations can all be previewed (in a list) Memory usage is greatly improved Narc (Nitro Archives) can be viewed and extracted. Fixed importing TGA images Support importing ASTC textures for bntx Added in PBR lighting for bfres from my implimentaion in forge Added gradient background for viewport. This can be edited in the settings Added skybox background option for viewport. Can load cubemaps Added grid with customizable cells for viewport. DDS decompression no longer requires Direct X tex. Zlib decompression has been improved for opening files that use it Rigid bones are properly ordered on importing a mesh. May fix some exploding issues. Endianness for KCL can be toggled for saving. Will be set to what it was using orignally Tangents can be filled with a constant value. Will allow them to not cause seams nor flat lighting however normal maps may not work as good Vertex buffers can be added and removed. Also re encoded Parameters now use drop down panels with values for easier editing Reworked the bone editor. Everything for a bone can be fully edited now besides the index, billboard index and parent index which get set automatically Fixed animation scaling for skeletal animations finally! Textures can be loaded in a tab now with thumbnail displaying for easy real time edits while previewing in the viewport Fixed support for audio files to be big endian in BARS Textures for switch now use their own folder. You can easily add textures to this and add textures to bfres that have no bntx. If there are no textures then the bfres will automatically not have one on save. Animations are split into multiple sub sections for switch's material animation for easier access Bfres for wii u has better binary exporting and is fully compatiable with Wexos Toolbox (to and from) Every section can be added in as new for both wii u and switch. Every section can be renamed properly and mostly everything can be edited. (Key frame editing and a more in depth curve editor later) Added option to copy UV channel Bone weights can be previewed Tons of fixes for the switch bfres library with more games working. Splatoon 2 (more work now), BOTW, Kirby Star Allies, and more! Fixed 3.3 Wii U bfres from not opening Wii U Sharcfb files can have shader program data previewed (XML) And possibly alot more things i missed! All this is still experimental but will improve over the next few weeks
2019-03-23 17:55:09 +01:00
}
// Based on the number of partitions, read the color endpoint mode for
// each partition.
// Determine partitions, partition index, and color endpoint modes
int PlaneIndices = -1;
int PartitionIndex;
uint[] ColorEndpointMode = { 0, 0, 0, 0 };
BitArrayStream ColorEndpointStream = new BitArrayStream(new BitArray(16 * 8));
// Read extra config data...
uint BaseColorEndpointMode = 0;
if (NumberPartitions == 1)
{
ColorEndpointMode[0] = (uint)BitStream.ReadBits(4);
PartitionIndex = 0;
}
else
{
PartitionIndex = BitStream.ReadBits(10);
BaseColorEndpointMode = (uint)BitStream.ReadBits(6);
}
uint BaseMode = (BaseColorEndpointMode & 3);
// Remaining bits are color endpoint data...
int NumberWeightBits = TexelParams.GetPackedBitSize();
int RemainingBits = 128 - NumberWeightBits - BitStream.Position;
// Consider extra bits prior to texel data...
uint ExtraColorEndpointModeBits = 0;
if (BaseMode != 0)
{
switch (NumberPartitions)
{
case 2: ExtraColorEndpointModeBits += 2; break;
case 3: ExtraColorEndpointModeBits += 5; break;
case 4: ExtraColorEndpointModeBits += 8; break;
default: Debug.Assert(false); break;
}
}
RemainingBits -= (int)ExtraColorEndpointModeBits;
// Do we have a dual plane situation?
int PlaneSelectorBits = 0;
if (TexelParams.DualPlane)
{
PlaneSelectorBits = 2;
}
RemainingBits -= PlaneSelectorBits;
// Read color data...
int ColorDataBits = RemainingBits;
while (RemainingBits > 0)
{
int NumberBits = Math.Min(RemainingBits, 8);
int Bits = BitStream.ReadBits(NumberBits);
ColorEndpointStream.WriteBits(Bits, NumberBits);
RemainingBits -= 8;
}
// Read the plane selection bits
PlaneIndices = BitStream.ReadBits(PlaneSelectorBits);
// Read the rest of the CEM
if (BaseMode != 0)
{
uint ExtraColorEndpointMode = (uint)BitStream.ReadBits((int)ExtraColorEndpointModeBits);
uint TempColorEndpointMode = (ExtraColorEndpointMode << 6) | BaseColorEndpointMode;
TempColorEndpointMode >>= 2;
bool[] C = new bool[4];
for (int i = 0; i < NumberPartitions; i++)
{
C[i] = (TempColorEndpointMode & 1) != 0;
TempColorEndpointMode >>= 1;
}
byte[] M = new byte[4];
for (int i = 0; i < NumberPartitions; i++)
{
M[i] = (byte)(TempColorEndpointMode & 3);
TempColorEndpointMode >>= 2;
Debug.Assert(M[i] <= 3);
}
for (int i = 0; i < NumberPartitions; i++)
{
ColorEndpointMode[i] = BaseMode;
if (!(C[i])) ColorEndpointMode[i] -= 1;
ColorEndpointMode[i] <<= 2;
ColorEndpointMode[i] |= M[i];
}
}
else if (NumberPartitions > 1)
{
uint TempColorEndpointMode = BaseColorEndpointMode >> 2;
for (uint i = 0; i < NumberPartitions; i++)
{
ColorEndpointMode[i] = TempColorEndpointMode;
}
}
// Make sure everything up till here is sane.
for (int i = 0; i < NumberPartitions; i++)
{
Debug.Assert(ColorEndpointMode[i] < 16);
}
Debug.Assert(BitStream.Position + TexelParams.GetPackedBitSize() == 128);
// Decode both color data and texel weight data
int[] ColorValues = new int[32]; // Four values * two endpoints * four maximum partitions
DecodeColorValues(ColorValues, ColorEndpointStream.ToByteArray(), ColorEndpointMode, NumberPartitions, ColorDataBits);
ASTCPixel[][] EndPoints = new ASTCPixel[4][];
EndPoints[0] = new ASTCPixel[2];
EndPoints[1] = new ASTCPixel[2];
EndPoints[2] = new ASTCPixel[2];
EndPoints[3] = new ASTCPixel[2];
int ColorValuesPosition = 0;
for (int i = 0; i < NumberPartitions; i++)
{
ComputeEndpoints(EndPoints[i], ColorValues, ColorEndpointMode[i], ref ColorValuesPosition);
}
// Read the texel weight data.
byte[] TexelWeightData = (byte[])InputBuffer.Clone();
// Reverse everything
for (int i = 0; i < 8; i++)
{
byte a = ReverseByte(TexelWeightData[i]);
byte b = ReverseByte(TexelWeightData[15 - i]);
TexelWeightData[i] = b;
TexelWeightData[15 - i] = a;
}
// Make sure that higher non-texel bits are set to zero
int ClearByteStart = (TexelParams.GetPackedBitSize() >> 3) + 1;
TexelWeightData[ClearByteStart - 1] &= (byte)((1 << (TexelParams.GetPackedBitSize() % 8)) - 1);
int cLen = 16 - ClearByteStart;
for (int i = ClearByteStart; i < ClearByteStart + cLen; i++) TexelWeightData[i] = 0;
List<IntegerEncoded> TexelWeightValues = new List<IntegerEncoded>();
BitArrayStream WeightBitStream = new BitArrayStream(new BitArray(TexelWeightData));
IntegerEncoded.DecodeIntegerSequence(TexelWeightValues, WeightBitStream, TexelParams.MaxWeight, TexelParams.GetNumWeightValues());
// Blocks can be at most 12x12, so we can have as many as 144 weights
int[][] Weights = new int[2][];
Weights[0] = new int[144];
Weights[1] = new int[144];
UnquantizeTexelWeights(Weights, TexelWeightValues, TexelParams, BlockWidth, BlockHeight);
// Now that we have endpoints and weights, we can interpolate and generate
// the proper decoding...
for (int j = 0; j < BlockHeight; j++)
{
for (int i = 0; i < BlockWidth; i++)
{
int Partition = Select2DPartition(PartitionIndex, i, j, NumberPartitions, ((BlockHeight * BlockWidth) < 32));
Debug.Assert(Partition < NumberPartitions);
ASTCPixel Pixel = new ASTCPixel(0, 0, 0, 0);
for (int Component = 0; Component < 4; Component++)
{
int Component0 = EndPoints[Partition][0].GetComponent(Component);
Component0 = BitArrayStream.Replicate(Component0, 8, 16);
int Component1 = EndPoints[Partition][1].GetComponent(Component);
Component1 = BitArrayStream.Replicate(Component1, 8, 16);
int Plane = 0;
if (TexelParams.DualPlane && (((PlaneIndices + 1) & 3) == Component))
{
Plane = 1;
}
int Weight = Weights[Plane][j * BlockWidth + i];
int FinalComponent = (Component0 * (64 - Weight) + Component1 * Weight + 32) / 64;
if (FinalComponent == 65535)
{
Pixel.SetComponent(Component, 255);
}
else
{
double FinalComponentFloat = FinalComponent;
Pixel.SetComponent(Component, (int)(255.0 * (FinalComponentFloat / 65536.0) + 0.5));
}
}
OutputBuffer[j * BlockWidth + i] = Pixel.Pack();
}
}
return true;
}
private static int Select2DPartition(int Seed, int X, int Y, int PartitionCount, bool IsSmallBlock)
{
return SelectPartition(Seed, X, Y, 0, PartitionCount, IsSmallBlock);
}
private static int SelectPartition(int Seed, int X, int Y, int Z, int PartitionCount, bool IsSmallBlock)
{
if (PartitionCount == 1)
{
return 0;
}
if (IsSmallBlock)
{
X <<= 1;
Y <<= 1;
Z <<= 1;
}
Seed += (PartitionCount - 1) * 1024;
int RightNum = Hash52((uint)Seed);
byte Seed01 = (byte)(RightNum & 0xF);
byte Seed02 = (byte)((RightNum >> 4) & 0xF);
byte Seed03 = (byte)((RightNum >> 8) & 0xF);
byte Seed04 = (byte)((RightNum >> 12) & 0xF);
byte Seed05 = (byte)((RightNum >> 16) & 0xF);
byte Seed06 = (byte)((RightNum >> 20) & 0xF);
byte Seed07 = (byte)((RightNum >> 24) & 0xF);
byte Seed08 = (byte)((RightNum >> 28) & 0xF);
byte Seed09 = (byte)((RightNum >> 18) & 0xF);
byte Seed10 = (byte)((RightNum >> 22) & 0xF);
byte Seed11 = (byte)((RightNum >> 26) & 0xF);
byte Seed12 = (byte)(((RightNum >> 30) | (RightNum << 2)) & 0xF);
Seed01 *= Seed01; Seed02 *= Seed02;
Seed03 *= Seed03; Seed04 *= Seed04;
Seed05 *= Seed05; Seed06 *= Seed06;
Seed07 *= Seed07; Seed08 *= Seed08;
Seed09 *= Seed09; Seed10 *= Seed10;
Seed11 *= Seed11; Seed12 *= Seed12;
int SeedHash1, SeedHash2, SeedHash3;
if ((Seed & 1) != 0)
{
SeedHash1 = (Seed & 2) != 0 ? 4 : 5;
SeedHash2 = (PartitionCount == 3) ? 6 : 5;
}
else
{
SeedHash1 = (PartitionCount == 3) ? 6 : 5;
SeedHash2 = (Seed & 2) != 0 ? 4 : 5;
}
SeedHash3 = (Seed & 0x10) != 0 ? SeedHash1 : SeedHash2;
Seed01 >>= SeedHash1; Seed02 >>= SeedHash2; Seed03 >>= SeedHash1; Seed04 >>= SeedHash2;
Seed05 >>= SeedHash1; Seed06 >>= SeedHash2; Seed07 >>= SeedHash1; Seed08 >>= SeedHash2;
Seed09 >>= SeedHash3; Seed10 >>= SeedHash3; Seed11 >>= SeedHash3; Seed12 >>= SeedHash3;
int a = Seed01 * X + Seed02 * Y + Seed11 * Z + (RightNum >> 14);
int b = Seed03 * X + Seed04 * Y + Seed12 * Z + (RightNum >> 10);
int c = Seed05 * X + Seed06 * Y + Seed09 * Z + (RightNum >> 6);
int d = Seed07 * X + Seed08 * Y + Seed10 * Z + (RightNum >> 2);
a &= 0x3F; b &= 0x3F; c &= 0x3F; d &= 0x3F;
if (PartitionCount < 4) d = 0;
if (PartitionCount < 3) c = 0;
if (a >= b && a >= c && a >= d) return 0;
else if (b >= c && b >= d) return 1;
else if (c >= d) return 2;
return 3;
}
static int Hash52(uint Val)
{
Val ^= Val >> 15; Val -= Val << 17; Val += Val << 7; Val += Val << 4;
Val ^= Val >> 5; Val += Val << 16; Val ^= Val >> 7; Val ^= Val >> 3;
Val ^= Val << 6; Val ^= Val >> 17;
return (int)Val;
}
static void UnquantizeTexelWeights(
int[][] OutputBuffer,
List<IntegerEncoded> Weights,
TexelWeightParams TexelParams,
int BlockWidth,
int BlockHeight)
{
int WeightIndices = 0;
int[][] Unquantized = new int[2][];
Unquantized[0] = new int[144];
Unquantized[1] = new int[144];
for (int i = 0; i < Weights.Count; i++)
{
Unquantized[0][WeightIndices] = UnquantizeTexelWeight(Weights[i]);
if (TexelParams.DualPlane)
{
i++;
Unquantized[1][WeightIndices] = UnquantizeTexelWeight(Weights[i]);
if (i == Weights.Count)
{
break;
}
}
if (++WeightIndices >= (TexelParams.Width * TexelParams.Height)) break;
}
// Do infill if necessary (Section C.2.18) ...
int Ds = (1024 + (BlockWidth / 2)) / (BlockWidth - 1);
int Dt = (1024 + (BlockHeight / 2)) / (BlockHeight - 1);
int PlaneScale = TexelParams.DualPlane ? 2 : 1;
for (int Plane = 0; Plane < PlaneScale; Plane++)
{
for (int t = 0; t < BlockHeight; t++)
{
for (int s = 0; s < BlockWidth; s++)
{
int cs = Ds * s;
int ct = Dt * t;
int gs = (cs * (TexelParams.Width - 1) + 32) >> 6;
int gt = (ct * (TexelParams.Height - 1) + 32) >> 6;
int js = gs >> 4;
int fs = gs & 0xF;
int jt = gt >> 4;
int ft = gt & 0x0F;
int w11 = (fs * ft + 8) >> 4;
int w10 = ft - w11;
int w01 = fs - w11;
int w00 = 16 - fs - ft + w11;
int v0 = js + jt * TexelParams.Width;
int p00 = 0;
int p01 = 0;
int p10 = 0;
int p11 = 0;
if (v0 < (TexelParams.Width * TexelParams.Height))
{
p00 = Unquantized[Plane][v0];
}
if (v0 + 1 < (TexelParams.Width * TexelParams.Height))
{
p01 = Unquantized[Plane][v0 + 1];
}
if (v0 + TexelParams.Width < (TexelParams.Width * TexelParams.Height))
{
p10 = Unquantized[Plane][v0 + TexelParams.Width];
}
if (v0 + TexelParams.Width + 1 < (TexelParams.Width * TexelParams.Height))
{
p11 = Unquantized[Plane][v0 + TexelParams.Width + 1];
}
OutputBuffer[Plane][t * BlockWidth + s] = (p00 * w00 + p01 * w01 + p10 * w10 + p11 * w11 + 8) >> 4;
}
}
}
}
static int UnquantizeTexelWeight(IntegerEncoded IntEncoded)
{
int BitValue = IntEncoded.BitValue;
int BitLength = IntEncoded.NumberBits;
int A = BitArrayStream.Replicate(BitValue & 1, 1, 7);
int B = 0, C = 0, D = 0;
int Result = 0;
switch (IntEncoded.GetEncoding())
{
case IntegerEncoded.EIntegerEncoding.JustBits:
Result = BitArrayStream.Replicate(BitValue, BitLength, 6);
break;
case IntegerEncoded.EIntegerEncoding.Trit:
{
D = IntEncoded.TritValue;
Debug.Assert(D < 3);
switch (BitLength)
{
case 0:
{
int[] Results = { 0, 32, 63 };
Result = Results[D];
break;
}
case 1:
{
C = 50;
break;
}
case 2:
{
C = 23;
int b = (BitValue >> 1) & 1;
B = (b << 6) | (b << 2) | b;
break;
}
case 3:
{
C = 11;
int cb = (BitValue >> 1) & 3;
B = (cb << 5) | cb;
break;
}
default:
throw new ASTCDecoderException("Invalid trit encoding for texel weight");
}
break;
}
case IntegerEncoded.EIntegerEncoding.Quint:
{
D = IntEncoded.QuintValue;
Debug.Assert(D < 5);
switch (BitLength)
{
case 0:
{
int[] Results = { 0, 16, 32, 47, 63 };
Result = Results[D];
break;
}
case 1:
{
C = 28;
break;
}
case 2:
{
C = 13;
int b = (BitValue >> 1) & 1;
B = (b << 6) | (b << 1);
break;
}
default:
throw new ASTCDecoderException("Invalid quint encoding for texel weight");
}
break;
}
}
if (IntEncoded.GetEncoding() != IntegerEncoded.EIntegerEncoding.JustBits && BitLength > 0)
{
// Decode the value...
Result = D * C + B;
Result ^= A;
Result = (A & 0x20) | (Result >> 2);
}
Debug.Assert(Result < 64);
// Change from [0,63] to [0,64]
if (Result > 32)
{
Result += 1;
}
return Result;
}
static byte ReverseByte(byte b)
{
// Taken from http://graphics.stanford.edu/~seander/bithacks.html#ReverseByteWith64Bits
return (byte)((((b) * 0x80200802L) & 0x0884422110L) * 0x0101010101L >> 32);
}
static uint[] ReadUintColorValues(int Number, int[] ColorValues, ref int ColorValuesPosition)
{
uint[] Ret = new uint[Number];
for (int i = 0; i < Number; i++)
{
Ret[i] = (uint)ColorValues[ColorValuesPosition++];
}
return Ret;
}
static int[] ReadIntColorValues(int Number, int[] ColorValues, ref int ColorValuesPosition)
{
int[] Ret = new int[Number];
for (int i = 0; i < Number; i++)
{
Ret[i] = ColorValues[ColorValuesPosition++];
}
return Ret;
}
static void ComputeEndpoints(
ASTCPixel[] EndPoints,
int[] ColorValues,
uint ColorEndpointMode,
ref int ColorValuesPosition)
{
switch (ColorEndpointMode)
{
case 0:
{
uint[] Val = ReadUintColorValues(2, ColorValues, ref ColorValuesPosition);
EndPoints[0] = new ASTCPixel(0xFF, (short)Val[0], (short)Val[0], (short)Val[0]);
EndPoints[1] = new ASTCPixel(0xFF, (short)Val[1], (short)Val[1], (short)Val[1]);
break;
}
case 1:
{
uint[] Val = ReadUintColorValues(2, ColorValues, ref ColorValuesPosition);
int L0 = (int)((Val[0] >> 2) | (Val[1] & 0xC0));
int L1 = (int)Math.Max(L0 + (Val[1] & 0x3F), 0xFFU);
EndPoints[0] = new ASTCPixel(0xFF, (short)L0, (short)L0, (short)L0);
EndPoints[1] = new ASTCPixel(0xFF, (short)L1, (short)L1, (short)L1);
break;
}
case 4:
{
uint[] Val = ReadUintColorValues(4, ColorValues, ref ColorValuesPosition);
EndPoints[0] = new ASTCPixel((short)Val[2], (short)Val[0], (short)Val[0], (short)Val[0]);
EndPoints[1] = new ASTCPixel((short)Val[3], (short)Val[1], (short)Val[1], (short)Val[1]);
break;
}
case 5:
{
int[] Val = ReadIntColorValues(4, ColorValues, ref ColorValuesPosition);
BitArrayStream.BitTransferSigned(ref Val[1], ref Val[0]);
BitArrayStream.BitTransferSigned(ref Val[3], ref Val[2]);
EndPoints[0] = new ASTCPixel((short)Val[2], (short)Val[0], (short)Val[0], (short)Val[0]);
EndPoints[1] = new ASTCPixel((short)(Val[2] + Val[3]), (short)(Val[0] + Val[1]), (short)(Val[0] + Val[1]), (short)(Val[0] + Val[1]));
EndPoints[0].ClampByte();
EndPoints[1].ClampByte();
break;
}
case 6:
{
uint[] Val = ReadUintColorValues(4, ColorValues, ref ColorValuesPosition);
EndPoints[0] = new ASTCPixel(0xFF, (short)(Val[0] * Val[3] >> 8), (short)(Val[1] * Val[3] >> 8), (short)(Val[2] * Val[3] >> 8));
EndPoints[1] = new ASTCPixel(0xFF, (short)Val[0], (short)Val[1], (short)Val[2]);
break;
}
case 8:
{
uint[] Val = ReadUintColorValues(6, ColorValues, ref ColorValuesPosition);
if (Val[1] + Val[3] + Val[5] >= Val[0] + Val[2] + Val[4])
{
EndPoints[0] = new ASTCPixel(0xFF, (short)Val[0], (short)Val[2], (short)Val[4]);
EndPoints[1] = new ASTCPixel(0xFF, (short)Val[1], (short)Val[3], (short)Val[5]);
}
else
{
EndPoints[0] = ASTCPixel.BlueContract(0xFF, (short)Val[1], (short)Val[3], (short)Val[5]);
EndPoints[1] = ASTCPixel.BlueContract(0xFF, (short)Val[0], (short)Val[2], (short)Val[4]);
}
break;
}
case 9:
{
int[] Val = ReadIntColorValues(6, ColorValues, ref ColorValuesPosition);
BitArrayStream.BitTransferSigned(ref Val[1], ref Val[0]);
BitArrayStream.BitTransferSigned(ref Val[3], ref Val[2]);
BitArrayStream.BitTransferSigned(ref Val[5], ref Val[4]);
if (Val[1] + Val[3] + Val[5] >= 0)
{
EndPoints[0] = new ASTCPixel(0xFF, (short)Val[0], (short)Val[2], (short)Val[4]);
EndPoints[1] = new ASTCPixel(0xFF, (short)(Val[0] + Val[1]), (short)(Val[2] + Val[3]), (short)(Val[4] + Val[5]));
}
else
{
EndPoints[0] = ASTCPixel.BlueContract(0xFF, Val[0] + Val[1], Val[2] + Val[3], Val[4] + Val[5]);
EndPoints[1] = ASTCPixel.BlueContract(0xFF, Val[0], Val[2], Val[4]);
}
EndPoints[0].ClampByte();
EndPoints[1].ClampByte();
break;
}
case 10:
{
uint[] Val = ReadUintColorValues(6, ColorValues, ref ColorValuesPosition);
EndPoints[0] = new ASTCPixel((short)Val[4], (short)(Val[0] * Val[3] >> 8), (short)(Val[1] * Val[3] >> 8), (short)(Val[2] * Val[3] >> 8));
EndPoints[1] = new ASTCPixel((short)Val[5], (short)Val[0], (short)Val[1], (short)Val[2]);
break;
}
case 12:
{
uint[] Val = ReadUintColorValues(8, ColorValues, ref ColorValuesPosition);
if (Val[1] + Val[3] + Val[5] >= Val[0] + Val[2] + Val[4])
{
EndPoints[0] = new ASTCPixel((short)Val[6], (short)Val[0], (short)Val[2], (short)Val[4]);
EndPoints[1] = new ASTCPixel((short)Val[7], (short)Val[1], (short)Val[3], (short)Val[5]);
}
else
{
EndPoints[0] = ASTCPixel.BlueContract((short)Val[7], (short)Val[1], (short)Val[3], (short)Val[5]);
EndPoints[1] = ASTCPixel.BlueContract((short)Val[6], (short)Val[0], (short)Val[2], (short)Val[4]);
}
break;
}
case 13:
{
int[] Val = ReadIntColorValues(8, ColorValues, ref ColorValuesPosition);
BitArrayStream.BitTransferSigned(ref Val[1], ref Val[0]);
BitArrayStream.BitTransferSigned(ref Val[3], ref Val[2]);
BitArrayStream.BitTransferSigned(ref Val[5], ref Val[4]);
BitArrayStream.BitTransferSigned(ref Val[7], ref Val[6]);
if (Val[1] + Val[3] + Val[5] >= 0)
{
EndPoints[0] = new ASTCPixel((short)Val[6], (short)Val[0], (short)Val[2], (short)Val[4]);
EndPoints[1] = new ASTCPixel((short)(Val[7] + Val[6]), (short)(Val[0] + Val[1]), (short)(Val[2] + Val[3]), (short)(Val[4] + Val[5]));
}
else
{
EndPoints[0] = ASTCPixel.BlueContract(Val[6] + Val[7], Val[0] + Val[1], Val[2] + Val[3], Val[4] + Val[5]);
EndPoints[1] = ASTCPixel.BlueContract(Val[6], Val[0], Val[2], Val[4]);
}
EndPoints[0].ClampByte();
EndPoints[1].ClampByte();
break;
}
default:
throw new ASTCDecoderException("Unsupported color endpoint mode (is it HDR?)");
}
}
static void DecodeColorValues(
int[] OutputValues,
byte[] InputData,
uint[] Modes,
int NumberPartitions,
int NumberBitsForColorData)
{
// First figure out how many color values we have
int NumberValues = 0;
for (int i = 0; i < NumberPartitions; i++)
{
NumberValues += (int)((Modes[i] >> 2) + 1) << 1;
}
// Then based on the number of values and the remaining number of bits,
// figure out the max value for each of them...
int Range = 256;
while (--Range > 0)
{
IntegerEncoded IntEncoded = IntegerEncoded.CreateEncoding(Range);
int BitLength = IntEncoded.GetBitLength(NumberValues);
if (BitLength <= NumberBitsForColorData)
{
// Find the smallest possible range that matches the given encoding
while (--Range > 0)
{
IntegerEncoded NewIntEncoded = IntegerEncoded.CreateEncoding(Range);
if (!NewIntEncoded.MatchesEncoding(IntEncoded))
{
break;
}
}
// Return to last matching range.
Range++;
break;
}
}
// We now have enough to decode our integer sequence.
List<IntegerEncoded> IntegerEncodedSequence = new List<IntegerEncoded>();
BitArrayStream ColorBitStream = new BitArrayStream(new BitArray(InputData));
IntegerEncoded.DecodeIntegerSequence(IntegerEncodedSequence, ColorBitStream, Range, NumberValues);
// Once we have the decoded values, we need to dequantize them to the 0-255 range
// This procedure is outlined in ASTC spec C.2.13
int OutputIndices = 0;
foreach (IntegerEncoded IntEncoded in IntegerEncodedSequence)
{
int BitLength = IntEncoded.NumberBits;
int BitValue = IntEncoded.BitValue;
Debug.Assert(BitLength >= 1);
int A = 0, B = 0, C = 0, D = 0;
// A is just the lsb replicated 9 times.
A = BitArrayStream.Replicate(BitValue & 1, 1, 9);
switch (IntEncoded.GetEncoding())
{
case IntegerEncoded.EIntegerEncoding.JustBits:
{
OutputValues[OutputIndices++] = BitArrayStream.Replicate(BitValue, BitLength, 8);
break;
}
case IntegerEncoded.EIntegerEncoding.Trit:
{
D = IntEncoded.TritValue;
switch (BitLength)
{
case 1:
{
C = 204;
break;
}
case 2:
{
C = 93;
// B = b000b0bb0
int b = (BitValue >> 1) & 1;
B = (b << 8) | (b << 4) | (b << 2) | (b << 1);
break;
}
case 3:
{
C = 44;
// B = cb000cbcb
int cb = (BitValue >> 1) & 3;
B = (cb << 7) | (cb << 2) | cb;
break;
}
case 4:
{
C = 22;
// B = dcb000dcb
int dcb = (BitValue >> 1) & 7;
B = (dcb << 6) | dcb;
break;
}
case 5:
{
C = 11;
// B = edcb000ed
int edcb = (BitValue >> 1) & 0xF;
B = (edcb << 5) | (edcb >> 2);
break;
}
case 6:
{
C = 5;
// B = fedcb000f
int fedcb = (BitValue >> 1) & 0x1F;
B = (fedcb << 4) | (fedcb >> 4);
break;
}
default:
throw new ASTCDecoderException("Unsupported trit encoding for color values!");
}
break;
}
case IntegerEncoded.EIntegerEncoding.Quint:
{
D = IntEncoded.QuintValue;
switch (BitLength)
{
case 1:
{
C = 113;
break;
}
case 2:
{
C = 54;
// B = b0000bb00
int b = (BitValue >> 1) & 1;
B = (b << 8) | (b << 3) | (b << 2);
break;
}
case 3:
{
C = 26;
// B = cb0000cbc
int cb = (BitValue >> 1) & 3;
B = (cb << 7) | (cb << 1) | (cb >> 1);
break;
}
case 4:
{
C = 13;
// B = dcb0000dc
int dcb = (BitValue >> 1) & 7;
B = (dcb << 6) | (dcb >> 1);
break;
}
case 5:
{
C = 6;
// B = edcb0000e
int edcb = (BitValue >> 1) & 0xF;
B = (edcb << 5) | (edcb >> 3);
break;
}
default:
throw new ASTCDecoderException("Unsupported quint encoding for color values!");
}
break;
}
}
if (IntEncoded.GetEncoding() != IntegerEncoded.EIntegerEncoding.JustBits)
{
int T = D * C + B;
T ^= A;
T = (A & 0x80) | (T >> 2);
OutputValues[OutputIndices++] = T;
}
}
// Make sure that each of our values is in the proper range...
for (int i = 0; i < NumberValues; i++)
{
Debug.Assert(OutputValues[i] <= 255);
}
}
static void FillVoidExtentLDR(BitArrayStream BitStream, int[] OutputBuffer, int BlockWidth, int BlockHeight)
{
// Don't actually care about the void extent, just read the bits...
for (int i = 0; i < 4; ++i)
{
BitStream.ReadBits(13);
}
// Decode the RGBA components and renormalize them to the range [0, 255]
ushort R = (ushort)BitStream.ReadBits(16);
ushort G = (ushort)BitStream.ReadBits(16);
ushort B = (ushort)BitStream.ReadBits(16);
ushort A = (ushort)BitStream.ReadBits(16);
int RGBA = (R >> 8) | (G & 0xFF00) | ((B) & 0xFF00) << 8 | ((A) & 0xFF00) << 16;
for (int j = 0; j < BlockHeight; j++)
{
for (int i = 0; i < BlockWidth; i++)
{
OutputBuffer[j * BlockWidth + i] = RGBA;
}
}
}
static TexelWeightParams DecodeBlockInfo(BitArrayStream BitStream)
{
TexelWeightParams TexelParams = new TexelWeightParams();
// Read the entire block mode all at once
ushort ModeBits = (ushort)BitStream.ReadBits(11);
// Does this match the void extent block mode?
if ((ModeBits & 0x01FF) == 0x1FC)
{
if ((ModeBits & 0x200) != 0)
{
TexelParams.VoidExtentHDR = true;
}
else
{
TexelParams.VoidExtentLDR = true;
}
// Next two bits must be one.
if ((ModeBits & 0x400) == 0 || BitStream.ReadBits(1) == 0)
{
TexelParams.Error = true;
}
return TexelParams;
}
// First check if the last four bits are zero
if ((ModeBits & 0xF) == 0)
{
TexelParams.Error = true;
return TexelParams;
}
// If the last two bits are zero, then if bits
// [6-8] are all ones, this is also reserved.
if ((ModeBits & 0x3) == 0 && (ModeBits & 0x1C0) == 0x1C0)
{
TexelParams.Error = true;
return TexelParams;
}
// Otherwise, there is no error... Figure out the layout
// of the block mode. Layout is determined by a number
// between 0 and 9 corresponding to table C.2.8 of the
// ASTC spec.
int Layout = 0;
if ((ModeBits & 0x1) != 0 || (ModeBits & 0x2) != 0)
{
// layout is in [0-4]
if ((ModeBits & 0x8) != 0)
{
// layout is in [2-4]
if ((ModeBits & 0x4) != 0)
{
// layout is in [3-4]
if ((ModeBits & 0x100) != 0)
{
Layout = 4;
}
else
{
Layout = 3;
}
}
else
{
Layout = 2;
}
}
else
{
// layout is in [0-1]
if ((ModeBits & 0x4) != 0)
{
Layout = 1;
}
else
{
Layout = 0;
}
}
}
else
{
// layout is in [5-9]
if ((ModeBits & 0x100) != 0)
{
// layout is in [7-9]
if ((ModeBits & 0x80) != 0)
{
// layout is in [7-8]
Debug.Assert((ModeBits & 0x40) == 0);
if ((ModeBits & 0x20) != 0)
{
Layout = 8;
}
else
{
Layout = 7;
}
}
else
{
Layout = 9;
}
}
else
{
// layout is in [5-6]
if ((ModeBits & 0x80) != 0)
{
Layout = 6;
}
else
{
Layout = 5;
}
}
}
Debug.Assert(Layout < 10);
// Determine R
int R = (ModeBits >> 4) & 1;
if (Layout < 5)
{
R |= (ModeBits & 0x3) << 1;
}
else
{
R |= (ModeBits & 0xC) >> 1;
}
Debug.Assert(2 <= R && R <= 7);
// Determine width & height
switch (Layout)
{
case 0:
{
int A = (ModeBits >> 5) & 0x3;
int B = (ModeBits >> 7) & 0x3;
TexelParams.Width = B + 4;
TexelParams.Height = A + 2;
break;
}
case 1:
{
int A = (ModeBits >> 5) & 0x3;
int B = (ModeBits >> 7) & 0x3;
TexelParams.Width = B + 8;
TexelParams.Height = A + 2;
break;
}
case 2:
{
int A = (ModeBits >> 5) & 0x3;
int B = (ModeBits >> 7) & 0x3;
TexelParams.Width = A + 2;
TexelParams.Height = B + 8;
break;
}
case 3:
{
int A = (ModeBits >> 5) & 0x3;
int B = (ModeBits >> 7) & 0x1;
TexelParams.Width = A + 2;
TexelParams.Height = B + 6;
break;
}
case 4:
{
int A = (ModeBits >> 5) & 0x3;
int B = (ModeBits >> 7) & 0x1;
TexelParams.Width = B + 2;
TexelParams.Height = A + 2;
break;
}
case 5:
{
int A = (ModeBits >> 5) & 0x3;
TexelParams.Width = 12;
TexelParams.Height = A + 2;
break;
}
case 6:
{
int A = (ModeBits >> 5) & 0x3;
TexelParams.Width = A + 2;
TexelParams.Height = 12;
break;
}
case 7:
{
TexelParams.Width = 6;
TexelParams.Height = 10;
break;
}
case 8:
{
TexelParams.Width = 10;
TexelParams.Height = 6;
break;
}
case 9:
{
int A = (ModeBits >> 5) & 0x3;
int B = (ModeBits >> 9) & 0x3;
TexelParams.Width = A + 6;
TexelParams.Height = B + 6;
break;
}
default:
//Don't know this layout...
TexelParams.Error = true;
break;
}
// Determine whether or not we're using dual planes
// and/or high precision layouts.
bool D = ((Layout != 9) && ((ModeBits & 0x400) != 0));
bool H = (Layout != 9) && ((ModeBits & 0x200) != 0);
if (H)
{
int[] MaxWeights = { 9, 11, 15, 19, 23, 31 };
TexelParams.MaxWeight = MaxWeights[R - 2];
}
else
{
int[] MaxWeights = { 1, 2, 3, 4, 5, 7 };
TexelParams.MaxWeight = MaxWeights[R - 2];
}
TexelParams.DualPlane = D;
return TexelParams;
}
}
}