Ejemplo n.º 1
0
        /// <summary>
        /// Output 32 bit Color data for image.
        /// </summary>
        /// <param name="br">Binary reader pointing to memory stream of data.</param>
        /// <param name="palette">Color[] palette</param>
        /// <param name="bIgnoreSize">
        /// If true skip size check useful for files with more than just Tim
        /// </param>
        /// <returns>Color[]</returns>
        /// <remarks>
        /// This allows null palette but it doesn't seem to handle the palette being null
        /// </remarks>
        protected TextureBuffer CreateImageBuffer(BinaryReader br, Color[] palette = null)
        {
            br.BaseStream.Seek(TextureDataPointer, SeekOrigin.Begin);
            var buffer = new TextureBuffer(Texture.Width, Texture.Height);                      //ARGB

            if (Assert((buffer.Length / BPP) <= br.BaseStream.Length - br.BaseStream.Position)) //make sure the buffer is large enough
            {
                return(null);
            }
            if (BPP == 8)
            {
                for (var i = 0; i < buffer.Length; i++)
                {
                    var colorKey = br.ReadByte();
                    if (colorKey < Texture.NumOfColors)
                    {
                        buffer[i] = palette[colorKey]; //color key
                    }
                    //else
                    //    buffer[i] = Color.TransparentBlack; // trying something out of ordinary.
                }
            }
            else if (BPP == 4)
            {
                for (var i = 0; i < buffer.Length; i++)
                {
                    var colorKey = br.ReadByte();
                    buffer[i]   = palette[colorKey & 0xf];
                    buffer[++i] = palette[colorKey >> 4];
                }
            }
            else if (BPP == 16) //copied from overture
            {
                for (var i = 0; i < buffer.Length && br.BaseStream.Position + 2 < br.BaseStream.Length; i++)
                {
                    buffer[i] = ABGR1555toRGBA32bit(br.ReadUInt16(), IgnoreAlpha);
                }
            }
            else if (BPP == 24) //could be wrong. // assuming it is BGR
            {
                for (var i = 0; i < buffer.Length && br.BaseStream.Position + 2 < br.BaseStream.Length; i++)
                {
                    var pixel = br.ReadBytes(3);
                    buffer[i] = new Color
                    {
                        r = pixel[2],
                        g = pixel[1],
                        b = pixel[0],
                        a = 0xFF
                    };
                }
            }
            else
            {
                throw new Exception($"TIM_v2::CreateImageBuffer::TIM unsupported bits per pixel = {BPP}");
            }
            //Then in bs debug where ReadTexture store for all cluts
            //data and then create Texture2D from there. (array of e.g. 15 texture2D)
            return(buffer);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Get Texture2D converted to 32bit color
        /// </summary>
        /// <param name="forcePalette">Desired Palette, see texture.NumOfPalettes. -1 is default.</param>
        /// <param name="colors">Override colors of palette; Array size must match texture.NumOfColorsPerPalette</param>
        /// <returns>32bit Texture2D</returns>
        /// <remarks>
        /// Some paletts are 256 but the game only uses 16 colors might need to make the restriction
        /// more lax and allow any size array and only throw errors if the colorkey is greater than
        /// size of array. Or we could treat any of those bad matches as transparent.
        /// </remarks>
        public override Texture2D GetTexture(Color[] colors)
        {
            if (Memory.graphics.GraphicsDevice == null)
            {
                return(null);
            }
            if (texture.PaletteFlag != 0)
            {
                if (colors == null)
                {
                    throw new ArgumentNullException(nameof(colors));
                }
                //if (colors != null && colors.Length != texture.NumOfColours)
                //{
                //    //if (colors.Length > texture.NumOfColours) //truncate colors to the correct amount. in some
                //    //    colors = colors.Take(texture.NumOfColours).ToArray();
                //    //else // might need to expand the array the other way if we get more mismatches.
                //        //Array.Resize(ref colors,texture.NumOfColours);
                //    //throw new Exception($" custom colors parameter set but array size to match palette size: {texture.NumOfColours}");
                //}

                MemoryStream ms;
                using (BinaryReader br = new BinaryReader(ms = new MemoryStream(buffer)))
                {
                    ms.Seek(TextureLocator, SeekOrigin.Begin);
                    TextureBuffer convertBuffer = new TextureBuffer(texture.Width, texture.Height);
                    for (int i = 0; i < convertBuffer.Length && ms.Position < ms.Length; i++)
                    {
                        byte colorKey = br.ReadByte();
                        if (colorKey > colors.Length)
                        {
                            continue;
                        }
                        convertBuffer[i] = colors[colorKey];
                    }

                    return(convertBuffer.GetTexture());
                }
            }
            else
            {
                if (texture.bytesPerPixel == 2)
                {
                    MemoryStream ms;
                    using (BinaryReader br = new BinaryReader(ms = new MemoryStream(buffer)))
                    {
                        ms.Seek(TextureLocator, SeekOrigin.Begin);
                        TextureBuffer convertBuffer = new TextureBuffer(texture.Width, texture.Height);
                        for (int i = 0; ms.Position + 2 < ms.Length; i++)
                        {
                            convertBuffer[i] = ABGR1555toRGBA32bit(br.ReadUInt16());
                        }

                        return(convertBuffer.GetTexture());
                    }
                }
                else if (texture.bytesPerPixel == 3)
                {
                    // not tested but vincent tim had support for it so i guess it's possible RGB or BGR
                    MemoryStream ms;
                    using (BinaryReader br = new BinaryReader(ms = new MemoryStream(buffer)))
                    {
                        ms.Seek(TextureLocator, SeekOrigin.Begin);
                        TextureBuffer convertBuffer = new TextureBuffer(texture.Width, texture.Height);
                        Color         color;
                        color.A = 0xFF;
                        for (int i = 0; ms.Position + 3 < ms.Length; i++)
                        {
                            //RGB or BGR so might need to reorder things to RGB
                            color.B          = br.ReadByte();
                            color.G          = br.ReadByte();
                            color.R          = br.ReadByte();
                            convertBuffer[i] = color;
                        }

                        return(convertBuffer.GetTexture());
                    }
                }
            }

            return(null);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Get Texture2D converted to 32bit color
        /// </summary>
        /// <param name="forcePalette">Desired Palette, see texture.NumOfPalettes. -1 is default.</param>
        /// <param name="colors">Override colors of palette; Array size must match texture.NumOfColorsPerPalette</param>
        /// <returns>32bit Texture2D</returns>
        /// <remarks>
        /// Some paletts are 256 but the game only uses 16 colors might need to make the restriction
        /// more lax and allow any size array and only throw errors if the colorkey is greater than
        /// size of array. Or we could treat any of those bad matches as transparent.
        /// </remarks>
        public override Texture2D GetTexture(Color[] colors = null)
        {
            if (Memory.graphics.GraphicsDevice != null)
            {
                if (texture.PaletteFlag != 0)
                {
                    if (colors != null && colors.Length != texture.NumOfColours)
                    {
                        throw new Exception($" custom colors parameter set but array size to match palette size: {texture.NumOfColours}");
                    }

                    MemoryStream ms;
                    using (BinaryReader br = new BinaryReader(ms = new MemoryStream(buffer)))
                    {
                        ms.Seek(TextureLocator, SeekOrigin.Begin);
                        TextureBuffer convertBuffer = new TextureBuffer(texture.Width, texture.Height);
                        for (int i = 0; i < convertBuffer.Length && ms.Position < ms.Length; i++)
                        {
                            convertBuffer[i] = colors[br.ReadByte()]; //colorkey
                        }
                        return(convertBuffer.GetTexture());
                    }
                }
                else if (texture.bytesPerPixel == 2)
                {
                    MemoryStream ms;
                    using (BinaryReader br = new BinaryReader(ms = new MemoryStream(buffer)))
                    {
                        ms.Seek(TextureLocator, SeekOrigin.Begin);
                        TextureBuffer convertBuffer = new TextureBuffer(texture.Width, texture.Height);
                        for (int i = 0; ms.Position + 2 < ms.Length; i++)
                        {
                            convertBuffer[i] = ABGR1555toRGBA32bit(br.ReadUInt16());
                        }
                        return(convertBuffer.GetTexture());
                    }
                }
                else if (texture.bytesPerPixel == 3)
                {
                    // not tested but vincent tim had support for it so i guess it's possible RGB or BGR
                    MemoryStream ms;
                    using (BinaryReader br = new BinaryReader(ms = new MemoryStream(buffer)))
                    {
                        ms.Seek(TextureLocator, SeekOrigin.Begin);
                        TextureBuffer convertBuffer = new TextureBuffer(texture.Width, texture.Height);
                        Color         color;
                        color.A = 0xFF;
                        for (int i = 0; ms.Position + 3 < ms.Length; i++)
                        {
                            //RGB or BGR so might need to reorder things to RGB
                            color.B          = br.ReadByte();
                            color.G          = br.ReadByte();
                            color.R          = br.ReadByte();
                            convertBuffer[i] = color;
                        }
                        return(convertBuffer.GetTexture());
                    }
                }
            }
            return(null);
        }