using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace Toolbox.Library { public class RGBAPixelDecoder { private static byte[] GetComponentsFromPixel(TEX_FORMAT format, int pixel) { byte[] comp = new byte[] { 0, 0xFF, 0, 0, 0, 0xFF }; switch (format) { case TEX_FORMAT.L8: comp[2] = (byte)(pixel & 0xFF); break; case TEX_FORMAT.L4: comp[2] = (byte)((pixel & 0xF) * 17); comp[3] = (byte)(((pixel & 0xF0) >> 4) * 17); break; case TEX_FORMAT.LA8: comp[2] = (byte)(pixel & 0xFF); comp[3] = (byte)((pixel & 0xFF00) >> 8); break; case TEX_FORMAT.R5G5B5_UNORM: comp[2] = (byte)((pixel & 0x1F) / 0x1F * 0xFF); comp[3] = (byte)(((pixel & 0x7E0) >> 5) / 0x3F * 0xFF); comp[4] = (byte)(((pixel & 0xF800) >> 11) / 0x1F * 0xFF); break; case TEX_FORMAT.B5G6R5_UNORM: comp[2] = (byte)(((pixel & 0xF800) >> 11) / 0x1F * 0xFF); comp[3] = (byte)(((pixel & 0x7E0) >> 5) / 0x3F * 0xFF); comp[4] = (byte)((pixel & 0x1F) / 0x1F * 0xFF); break; } return comp; } //Method from https://github.com/aboood40091/BNTX-Editor/blob/master/formConv.py public static byte[] Decode(byte[] data, int width, int height, TEX_FORMAT format) { uint bpp = STGenericTexture.GetBytesPerPixel(format); int size = width * height * 4; bpp = (uint)(data.Length / (width * height)); byte[] output = new byte[size]; int inPos = 0; int outPos = 0; byte[] compSel = new byte[4] {0,1,2,3 }; if (format == TEX_FORMAT.L8 || format == TEX_FORMAT.LA8) compSel = new byte[4] { 2, 2, 2, 3 }; for (int Y = 0; Y < height; Y++) { for (int X = 0; X < width; X++) { inPos = (Y * width + X) * (int)bpp; outPos = (Y * width + X) * 4; int pixel = 0; for (int i = 0; i < bpp; i++) pixel |= data[inPos + i] << (8 * i); byte[] comp = GetComponentsFromPixel(format, pixel); output[outPos + 3] = comp[compSel[3]]; output[outPos + 2] = comp[compSel[2]]; output[outPos + 1] = comp[compSel[1]]; output[outPos + 0] = comp[compSel[0]]; } } return output; } } }