(Unity): implemented Texture2D images.

This commit is contained in:
morkt 2017-04-14 09:43:46 +04:00
parent a42b34fbec
commit 0cb1783363
5 changed files with 238 additions and 84 deletions

View File

@ -524,6 +524,7 @@
<Compile Include="Unity\AudioFSB5.cs" />
<Compile Include="Unity\BundleStream.cs" />
<Compile Include="Unity\OggStream.cs" />
<Compile Include="Unity\Texture2D.cs" />
<Compile Include="Unity\Vorbis.cs" />
<Compile Include="Valkyria\ArcDAT.cs" />
<Compile Include="Valkyria\ArcODN.cs" />

View File

@ -119,6 +119,20 @@ namespace GameRes.Formats.Unity
}
}
public override IImageDecoder OpenImage (ArcFile arc, Entry entry)
{
var aent = entry as AssetEntry;
if (null == aent || aent.AssetObject.Type != "Texture2D")
return base.OpenImage (arc, entry);
var uarc = (UnityBundle)arc;
var obj = aent.AssetObject;
Stream input = new BundleStream (uarc.File, uarc.Segments);
input = new StreamRegion (input, obj.Offset, obj.Size);
var reader = new AssetReader (input, entry.Name);
reader.SetupReaders (obj.Asset);
return new Texture2DDecoder (reader);
}
internal static byte[] UnpackLzma (byte[] input, int unpacked_size)
{
throw new NotImplementedException();
@ -258,26 +272,7 @@ namespace GameRes.Formats.Unity
id_map = new Dictionary<long, string>();
foreach (var obj in asset.Objects)
{
string type = obj.Type;
AssetEntry entry = null;
if ("AudioClip" == type)
{
entry = ReadAudioClip (file, obj);
}
else if ("TextAsset" == type)
{
entry = ReadTextAsset (file, obj);
}
if (null == entry)
{
entry = new AssetEntry {
Type = type,
Bundle = bundle,
AssetObject = obj,
Offset = obj.Offset,
Size = obj.Size,
};
}
var entry = ReadAsset (file, obj);
if (null == entry.Bundle)
entry.Bundle = bundle;
string name;
@ -290,6 +285,24 @@ namespace GameRes.Formats.Unity
}
}
AssetEntry ReadAsset (Stream file, UnityObject obj)
{
string type = obj.Type;
if ("AudioClip" == type)
return ReadAudioClip (file, obj);
else if ("TextAsset" == type)
return ReadTextAsset (file, obj);
else if ("Texture2D" == type)
type = "image";
return new AssetEntry {
Type = type,
AssetObject = obj,
Offset = obj.Offset,
Size = obj.Size,
};
}
Dictionary<long, string> ReadAssetBundle (Stream input, UnityObject bundle)
{
using (var reader = bundle.Open (input))

View File

@ -64,7 +64,7 @@ namespace GameRes.Formats.Unity
m_data_offset = input.ReadUInt32();
if (m_format >= 9)
m_is_little_endian = 0 == input.ReadInt32();
input.SetupReaders (m_format, m_is_little_endian);
input.SetupReaders (this);
m_tree.Load (input);
bool long_ids = Format >= 14;
@ -171,7 +171,7 @@ namespace GameRes.Formats.Unity
{
var stream = new StreamRegion (input, Offset, Size, true);
var reader = new AssetReader (stream, "");
reader.SetupReaders (Asset.Format, Asset.IsLittleEndian);
reader.SetupReaders (Asset);
return reader;
}
@ -428,66 +428,4 @@ namespace GameRes.Formats.Unity
m_CompressionFormat = reader.ReadInt32();
}
}
enum TextureFormat : int
{
Alpha8 = 1,
ARGB4444 = 2,
RGB24 = 3,
RGBA32 = 4,
ARGB32 = 5,
R16 = 6, // A 16 bit color texture format that only has a red channel.
RGB565 = 7,
DXT1 = 10,
DXT5 = 12,
RGBA4444 = 13,
BGRA32 = 14,
}
internal class Texture2D
{
public string m_Name;
public int m_Width;
public int m_Height;
public int m_CompleteImageSize;
public TextureFormat m_TextureFormat;
public int m_MipCount;
public bool m_IsReadable;
public bool m_ReadAllowed;
public int m_ImageCount;
public int m_TextureDimension;
public int m_FilterMode;
public int m_Aniso;
public int m_MipBias;
public int m_WrapMode;
public int m_LightFormat;
public int m_ColorSpace;
// byte[] m_Data
// StreamingInfo m_StreamData
// uint offset
// uint size
// string path
public void Load (AssetReader reader)
{
m_Name = reader.ReadString();
reader.Align();
m_Width = reader.ReadInt32();
m_Height = reader.ReadInt32();
m_CompleteImageSize = reader.ReadInt32();
m_TextureFormat = (TextureFormat)reader.ReadInt32();
m_MipCount = reader.ReadInt32();
m_IsReadable = reader.ReadBool();
m_ReadAllowed = reader.ReadBool();
reader.Align();
m_ImageCount = reader.ReadInt32();
m_TextureDimension = reader.ReadInt32();
m_FilterMode = reader.ReadInt32();
m_Aniso = reader.ReadInt32();
m_MipBias = reader.ReadInt32();
m_WrapMode = reader.ReadInt32();
m_LightFormat = reader.ReadInt32();
m_ColorSpace = reader.ReadInt32();
}
}
}

View File

@ -39,6 +39,7 @@ namespace GameRes.Formats.Unity
IBinaryStream m_input;
int m_format;
public Stream Source { get { return m_input.AsStream; } }
public int Format { get { return m_format; } }
public long Position {
get { return m_input.Position; }
@ -59,6 +60,11 @@ namespace GameRes.Formats.Unity
public Func<long> ReadInt64;
public Func<long> ReadId;
public void SetupReaders (Asset asset)
{
SetupReaders (asset.Format, asset.IsLittleEndian);
}
/// <summary>
/// Setup reader endianness accordingly.
/// </summary>

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@ -0,0 +1,196 @@
//! \file Texture2D.cs
//! \date Fri Apr 14 08:20:08 2017
//! \brief Unity engine texture deserialzer.
//
// Copyright (C) 2017 by morkt
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
using System;
using System.IO;
using System.Windows.Media;
using GameRes.Formats.DirectDraw;
namespace GameRes.Formats.Unity
{
enum TextureFormat : int
{
Alpha8 = 1,
ARGB4444 = 2,
RGB24 = 3,
RGBA32 = 4,
ARGB32 = 5,
R16 = 6, // A 16 bit color texture format that only has a red channel.
RGB565 = 7,
DXT1 = 10,
DXT5 = 12,
RGBA4444 = 13,
BGRA32 = 14,
}
internal class Texture2D
{
public string m_Name;
public int m_Width;
public int m_Height;
public int m_CompleteImageSize;
public TextureFormat m_TextureFormat;
public int m_MipCount;
public bool m_IsReadable;
public bool m_ReadAllowed;
public int m_ImageCount;
public int m_TextureDimension;
public int m_FilterMode;
public int m_Aniso;
public int m_MipBias;
public int m_WrapMode;
public int m_LightFormat;
public int m_ColorSpace;
public byte[] m_Data;
// StreamingInfo m_StreamData
// uint offset
// uint size
// string path
public void Load (AssetReader reader)
{
m_Name = reader.ReadString();
reader.Align();
m_Width = reader.ReadInt32();
m_Height = reader.ReadInt32();
m_CompleteImageSize = reader.ReadInt32();
m_TextureFormat = (TextureFormat)reader.ReadInt32();
m_MipCount = reader.ReadInt32();
m_IsReadable = reader.ReadBool();
m_ReadAllowed = reader.ReadBool();
reader.Align();
m_ImageCount = reader.ReadInt32();
m_TextureDimension = reader.ReadInt32();
m_FilterMode = reader.ReadInt32();
m_Aniso = reader.ReadInt32();
m_MipBias = reader.ReadInt32();
m_WrapMode = reader.ReadInt32();
m_LightFormat = reader.ReadInt32();
m_ColorSpace = reader.ReadInt32();
int length = reader.ReadInt32();
m_Data = reader.ReadBytes (length);
}
}
internal class Texture2DDecoder : IImageDecoder
{
AssetReader m_reader;
Texture2D m_texture;
ImageData m_image;
public Stream Source { get { return m_reader.Source; } }
public ImageFormat SourceFormat { get { return null; } }
public PixelFormat Format { get; private set; }
public ImageMetaData Info { get; private set; }
public ImageData Image {
get {
if (null == m_image)
{
m_image = Unpack();
}
return m_image;
}
}
public Texture2DDecoder (AssetReader input)
{
m_reader = input;
m_texture = new Texture2D();
m_texture.Load (m_reader);
Info = new ImageMetaData {
Width = (uint)m_texture.m_Width,
Height = (uint)m_texture.m_Height,
};
SetFormat (m_texture.m_TextureFormat);
m_reader.Position = 0;
}
void SetFormat (TextureFormat format)
{
switch (format)
{
case TextureFormat.Alpha8:
Format = PixelFormats.Gray8;
Info.BPP = 8;
break;
case TextureFormat.R16:
Format = PixelFormats.Gray16;
Info.BPP = 16;
break;
case TextureFormat.RGB24:
Format = PixelFormats.Rgb24;
Info.BPP = 24;
break;
case TextureFormat.RGB565:
Format = PixelFormats.Bgr565;
Info.BPP = 16;
break;
default:
Format = PixelFormats.Bgra32;
Info.BPP = 32;
break;
}
}
ImageData Unpack ()
{
byte[] pixels;
switch (m_texture.m_TextureFormat)
{
case TextureFormat.DXT5:
{
var decoder = new DxtDecoder (m_texture.m_Data, Info);
pixels = decoder.UnpackDXT5();
break;
}
case TextureFormat.Alpha8:
case TextureFormat.R16:
case TextureFormat.RGB24:
case TextureFormat.BGRA32:
case TextureFormat.RGB565:
pixels = m_texture.m_Data;
break;
default:
throw new NotImplementedException ("Not supported Unity Texture2D format.");
}
return ImageData.CreateFlipped (Info, Format, null, pixels, (int)Info.Width*((Format.BitsPerPixel+7)/8));
}
bool m_disposed = false;
public void Dispose ()
{
if (!m_disposed)
{
m_reader.Dispose();
m_disposed = true;
}
}
}
}