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mirror of synced 2024-11-15 03:27:38 +01:00
Switch-Toolbox/Switch_Toolbox_Library/FileFormats/DDS/RGBAPixelDecoder.cs
KillzXGaming 0f19107dd2 More layout editor improvements
Window panes render near perfectly aside from materials. Update fixes the texture flip flags and other uv fixes,
Fixed UV transformation issues. Commonly when a uv is suppose to be centered but it shifts wrong.
Add basic white and black color blending.
Fix LA8 texture rendering.
Start on BRLAN support.
2019-09-18 18:23:27 -04:00

90 lines
3.0 KiB
C#

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)
{
switch (format)
{
case TEX_FORMAT.L8:
comp[0] = (byte)(pixel & 0xFF);
break;
case TEX_FORMAT.LA8:
comp[0] = (byte)(pixel & 0xFF);
comp[1] = (byte)((pixel & 0xFF00) >> 8);
break;
case TEX_FORMAT.LA4:
comp[0] = (byte)((pixel & 0xF) * 17);
comp[1] = (byte)(((pixel & 0xF0) >> 4) * 17);
break;
case TEX_FORMAT.R5G5B5_UNORM:
comp[0] = (byte)((pixel & 0x1F) / 0x1F * 0xFF);
comp[1] = (byte)(((pixel & 0x7E0) >> 5) / 0x3F * 0xFF);
comp[2] = (byte)(((pixel & 0xF800) >> 11) / 0x1F * 0xFF);
break;
case TEX_FORMAT.B5G6R5_UNORM:
comp[0] = (byte)(((pixel & 0xF800) >> 11) / 0x1F * 0xFF);
comp[1] = (byte)(((pixel & 0x7E0) >> 5) / 0x3F * 0xFF);
comp[2] = (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[] comp = new byte[] { 0, 0, 0, 0xFF, 0, 0xFF };
byte[] compSel = new byte[4] {0,1,2,3 };
if (format == TEX_FORMAT.LA8)
{
compSel = new byte[4] { 0, 0, 0, 1 };
bpp = 2;
}
else if (format == TEX_FORMAT.L8)
compSel = new byte[4] { 0, 0, 0, 5 };
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);
comp = GetComponentsFromPixel(format, pixel, comp);
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;
}
}
}