GARbro-mirror/ArcFormats/Unity/Texture2D.cs
2018-02-16 20:07:03 +04:00

269 lines
8.5 KiB
C#

//! \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;
using GameRes.Utility;
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,
BC7 = 25,
DXT1Crunched = 28,
DXT5Crunched = 29,
}
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;
public StreamingInfo m_StreamData;
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);
if (0 == length)
{
m_StreamData = new StreamingInfo();
m_StreamData.Load (reader);
}
}
}
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;
}
public Texture2DDecoder (Texture2D texture, AssetReader input)
{
m_reader = input;
m_texture = texture;
Info = new ImageMetaData {
Width = (uint)m_texture.m_Width,
Height = (uint)m_texture.m_Height,
};
SetFormat (m_texture.m_TextureFormat);
}
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.DXT1:
{
var decoder = new DxtDecoder (m_texture.m_Data, Info);
pixels = decoder.UnpackDXT1();
break;
}
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;
case TextureFormat.ARGB32:
pixels = ConvertArgb (m_texture.m_Data);
break;
case TextureFormat.RGBA32:
pixels = ConvertRgba (m_texture.m_Data);
break;
case TextureFormat.ARGB4444:
pixels = ConvertArgb16 (m_texture.m_Data);
break;
default:
throw new NotImplementedException (string.Format ("Not supported Unity Texture2D format '{0}'.", m_texture.m_TextureFormat));
}
return ImageData.CreateFlipped (Info, Format, null, pixels, (int)Info.Width*((Format.BitsPerPixel+7)/8));
}
byte[] ConvertArgb (byte[] data)
{
// XXX conversion performed in-place.
for (int i = 0; i < data.Length; i += 4)
{
uint x = BigEndian.ToUInt32 (data, i);
LittleEndian.Pack (x, data, i);
}
return data;
}
byte[] ConvertArgb16 (byte[] data)
{
var output = new byte[data.Length * 2];
int dst = 0;
for (int i = 0; i < data.Length; i += 2)
{
ushort p = LittleEndian.ToUInt16 (data, i);
output[dst++] = (byte)( (p & 0xF) * 0x11);
output[dst++] = (byte)(((p >> 4) & 0xF) * 0x11);
output[dst++] = (byte)(((p >> 8) & 0xF) * 0x11);
output[dst++] = (byte)(((p >> 12) & 0xF) * 0x11);
}
return output;
}
byte[] ConvertRgba (byte[] data)
{
for (int i = 0; i < data.Length; i += 4)
{
byte r = data[i];
data[i] = data[i+2];
data[i+2] = r;
}
return data;
}
bool m_disposed = false;
public void Dispose ()
{
if (!m_disposed)
{
m_reader.Dispose();
m_disposed = true;
}
}
}
}