mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-30 00:10:36 +00:00
0f19107dd2
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.
89 lines
3 KiB
C#
89 lines
3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Toolbox.Library
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{
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public class RGBAPixelDecoder
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{
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private static byte[] GetComponentsFromPixel(TEX_FORMAT format, int pixel, byte[] comp)
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{
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switch (format)
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{
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case TEX_FORMAT.L8:
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comp[0] = (byte)(pixel & 0xFF);
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break;
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case TEX_FORMAT.LA8:
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comp[0] = (byte)(pixel & 0xFF);
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comp[1] = (byte)((pixel & 0xFF00) >> 8);
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break;
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case TEX_FORMAT.LA4:
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comp[0] = (byte)((pixel & 0xF) * 17);
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comp[1] = (byte)(((pixel & 0xF0) >> 4) * 17);
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break;
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case TEX_FORMAT.R5G5B5_UNORM:
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comp[0] = (byte)((pixel & 0x1F) / 0x1F * 0xFF);
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comp[1] = (byte)(((pixel & 0x7E0) >> 5) / 0x3F * 0xFF);
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comp[2] = (byte)(((pixel & 0xF800) >> 11) / 0x1F * 0xFF);
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break;
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case TEX_FORMAT.B5G6R5_UNORM:
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comp[0] = (byte)(((pixel & 0xF800) >> 11) / 0x1F * 0xFF);
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comp[1] = (byte)(((pixel & 0x7E0) >> 5) / 0x3F * 0xFF);
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comp[2] = (byte)((pixel & 0x1F) / 0x1F * 0xFF);
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break;
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}
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return comp;
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}
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//Method from https://github.com/aboood40091/BNTX-Editor/blob/master/formConv.py
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public static byte[] Decode(byte[] data, int width, int height, TEX_FORMAT format)
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{
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uint bpp = STGenericTexture.GetBytesPerPixel(format);
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int size = width * height * 4;
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bpp = (uint)(data.Length / (width * height));
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byte[] output = new byte[size];
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int inPos = 0;
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int outPos = 0;
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byte[] comp = new byte[] { 0, 0, 0, 0xFF, 0, 0xFF };
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byte[] compSel = new byte[4] {0,1,2,3 };
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if (format == TEX_FORMAT.LA8)
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{
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compSel = new byte[4] { 0, 0, 0, 1 };
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bpp = 2;
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}
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else if (format == TEX_FORMAT.L8)
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compSel = new byte[4] { 0, 0, 0, 5 };
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for (int Y = 0; Y < height; Y++)
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{
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for (int X = 0; X < width; X++)
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{
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inPos = (Y * width + X) * (int)bpp;
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outPos = (Y * width + X) * 4;
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int pixel = 0;
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for (int i = 0; i < bpp; i++)
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pixel |= data[inPos + i] << (8 * i);
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comp = GetComponentsFromPixel(format, pixel, comp);
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output[outPos + 3] = comp[compSel[3]];
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output[outPos + 2] = comp[compSel[2]];
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output[outPos + 1] = comp[compSel[1]];
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output[outPos + 0] = comp[compSel[0]];
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}
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}
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return output;
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}
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}
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}
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