private bool Initalize(PvrPixelFormat pixelFormat, PvrDataFormat dataFormat) { // Set the default values HasGlobalIndex = true; GlobalIndex = 0; CompressionFormat = PvrCompressionFormat.NONE; // Set the data format and pixel format and load the appropiate codecs this.PixelFormat = pixelFormat; PixelCodec = PvrPixelCodec.GetPixelCodec(pixelFormat); this.DataFormat = dataFormat; DataCodec = PvrDataCodec.GetDataCodec(dataFormat); // Make sure the pixel and data codecs exists and we can encode to it if (PixelCodec == null || !PixelCodec.CanEncode) { return(false); } if (DataCodec == null || !DataCodec.CanEncode) { return(false); } DataCodec.PixelCodec = PixelCodec; if (DataCodec.PaletteEntries != 0) { if (DataCodec.VQ) { m_decodedData = BitmapToRawVQ(m_decodedBitmap, DataCodec.PaletteEntries, out m_texturePalette); } else { // Convert the bitmap to an array containing indicies. m_decodedData = BitmapToRawIndexed(m_decodedBitmap, DataCodec.PaletteEntries, out m_texturePalette); // If this texture has an external palette file, set up the palette encoder if (DataCodec.NeedsExternalPalette) { PaletteEncoder = new PvpPaletteEncoder(m_texturePalette, (ushort)DataCodec.PaletteEntries, pixelFormat, PixelCodec); } } } else { // Convert the bitmap to an array m_decodedData = BitmapToRaw(m_decodedBitmap); } return(true); }
public bool Initalize() { // Check to see if what we are dealing with is a GVP palette if (!Is(m_encodedData)) { return(false); } // Get the pixel format and the codec and make sure we can decode using them m_pixelFormat = (PvrPixelFormat)m_encodedData[0x08]; m_pixelCodec = PvrPixelCodec.GetPixelCodec(m_pixelFormat); if (m_pixelCodec == null) { return(false); } // Get the number of colors contained in the palette m_paletteEntries = BitConverter.ToUInt16(m_encodedData, 0x0E); return(true); }
public void Initalize() { // Determine the offsets of the GBIX (if present) and PVRT header chunks. if (PTMethods.Contains(m_encodedData, 0x00, gbixFourCC)) { GbixOffset = 0x00; PvrtOffset = 0x08 + BitConverter.ToInt32(m_encodedData, GbixOffset + 4); } else if (PTMethods.Contains(m_encodedData, 0x04, gbixFourCC)) { GbixOffset = 0x04; PvrtOffset = 0x0C + BitConverter.ToInt32(m_encodedData, GbixOffset + 4); } else if (PTMethods.Contains(m_encodedData, 0x04, pvrtFourCC)) { GbixOffset = -1; PvrtOffset = 0x04; } else { GbixOffset = -1; PvrtOffset = 0x00; } // Read the global index (if it is present). If it is not present, just set it to 0. if (GbixOffset != -1) { GlobalIndex = BitConverter.ToUInt32(m_encodedData, GbixOffset + 0x08); } else { GlobalIndex = 0; } // Read information about the texture TextureWidth = BitConverter.ToUInt16(m_encodedData, PvrtOffset + 0x0C); TextureHeight = BitConverter.ToUInt16(m_encodedData, PvrtOffset + 0x0E); PixelFormat = (PvrPixelFormat)m_encodedData[PvrtOffset + 0x08]; DataFormat = (PvrDataFormat)m_encodedData[PvrtOffset + 0x09]; // Get the codecs and make sure we can decode using them PixelCodec = PvrPixelCodec.GetPixelCodec(PixelFormat); DataCodec = PvrDataCodec.GetDataCodec(DataFormat); if (DataCodec != null && PixelCodec != null) { DataCodec.PixelCodec = PixelCodec; } // Set the number of palette entries // The number in a Small Vq encoded texture various based on its size m_paletteEntries = DataCodec.PaletteEntries; if (DataFormat == PvrDataFormat.VECTOR_QUANTIZATION_SMALL || DataFormat == PvrDataFormat.VECTOR_QUANTIZATION_SMALL_MIPMAP) { if (TextureWidth <= 16) { m_paletteEntries = 64; // Actually 16 } else if (TextureWidth <= 32) { m_paletteEntries = 256; // Actually 64 } else if (TextureWidth <= 64) { m_paletteEntries = 512; // Actually 128 } else { m_paletteEntries = 1024; // Actually 256 } } // Set the palette and data offsets if (m_paletteEntries == 0 || DataCodec.NeedsExternalPalette) { m_paletteOffset = -1; m_dataOffset = PvrtOffset + 0x10; } else { m_paletteOffset = PvrtOffset + 0x10; m_dataOffset = m_paletteOffset + (m_paletteEntries * (PixelCodec.Bpp >> 3)); } // Get the compression format and determine if we need to decompress this texture CompressionFormat = GetCompressionFormat(m_encodedData, PvrtOffset, m_dataOffset); CompressionCodec = PvrCompressionCodec.GetCompressionCodec(CompressionFormat); if (CompressionFormat != PvrCompressionFormat.NONE && CompressionCodec != null) { m_encodedData = CompressionCodec.Decompress(m_encodedData, m_dataOffset, PixelCodec, DataCodec); // Now place the offsets in the appropiate area if (CompressionFormat == PvrCompressionFormat.RLE) { if (GbixOffset != -1) { GbixOffset -= 4; } PvrtOffset -= 4; if (m_paletteOffset != -1) { m_paletteOffset -= 4; } m_dataOffset -= 4; } } // If the texture contains mipmaps, gets the offsets of them if (DataCodec.HasMipmaps) { m_mipmapOffsets = new int[(int)Math.Log(TextureWidth, 2) + 1]; int mipmapOffset = 0; // Calculate the padding for the first mipmap offset if (DataFormat == PvrDataFormat.SQUARE_TWIDDLED_MIPMAP) { // A 1x1 mipmap takes up as much space as a 2x1 mipmap mipmapOffset = (DataCodec.Bpp) >> 3; } else if (DataFormat == PvrDataFormat.SQUARE_TWIDDLED_MIPMAP_ALT) { // A 1x1 mipmap takes up as much space as a 2x2 mipmap mipmapOffset = (3 * DataCodec.Bpp) >> 3; } for (int i = m_mipmapOffsets.Length - 1, size = 1; i >= 0; i--, size <<= 1) { m_mipmapOffsets[i] = mipmapOffset; mipmapOffset += Math.Max((size * size * DataCodec.Bpp) >> 3, 1); } } }