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https://github.com/redstrate/Physis.git
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We had a few odd dependencies that caused nothing but pain in dependent projects like libphysis. One of these was libunshield (a C library) that our game_install feature used, but to be honest this was the wrong library to put this code. It was really only ever used by Astra, and should live there instead - there's no reason to have it shared between applications (and it's small enough to be copied if *you* need it.) Also that also killed the system-deps dependency which had a significant impact on our build time. Another dependency was replaced: libz-sys. This is replaced by the pure Rust libz-rs (through libz-rs-sys) which should simplify deploying physis without having to worry about manually linking libz or other nonsense. Some leftover copied code from flate2 can also be removed. I also removed the visual_data feature as Astra ended up using it anyway, and the distinction doesn't make much sense now. It was previously to gate some dependencies needed for visual data extraction, but the bitflags and half crates are small. I can look into splitting the crate up into more features if needed later. A dependency that was erroneously included in the refactoring was quote, which has been removed. Also ran cargo fmt, clippy too.
232 lines
6.6 KiB
Rust
232 lines
6.6 KiB
Rust
// SPDX-FileCopyrightText: 2023 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#![allow(clippy::needless_range_loop)]
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use std::io::{Cursor, Read, Seek, SeekFrom};
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use crate::ByteSpan;
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use crate::bcn::decode_bc1;
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use crate::bcn::decode_bc3;
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use crate::bcn::decode_bc5;
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use binrw::BinRead;
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use binrw::binrw;
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use bitflags::bitflags;
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// Attributes and Format are adapted from Lumina (https://github.com/NotAdam/Lumina/blob/master/src/Lumina/Data/Files/TexFile.cs)
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bitflags! {
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#[binrw]
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struct TextureAttribute : u32 {
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const DISCARD_PER_FRAME = 0x1;
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const DISCARD_PER_MAP = 0x2;
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const MANAGED = 0x4;
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const USER_MANAGED = 0x8;
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const CPU_READ = 0x10;
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const LOCATION_MAIN = 0x20;
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const NO_GPU_READ = 0x40;
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const ALIGNED_SIZE = 0x80;
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const EDGE_CULLING = 0x100;
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const LOCATION_ONION = 0x200;
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const READ_WRITE = 0x400;
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const IMMUTABLE = 0x800;
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const TEXTURE_RENDER_TARGET = 0x100000;
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const TEXTURE_DEPTH_STENCIL = 0x200000;
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const TEXTURE_TYPE1_D = 0x400000;
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const TEXTURE_TYPE2_D = 0x800000;
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const TEXTURE_TYPE3_D = 0x1000000;
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const TEXTURE_TYPE_CUBE = 0x2000000;
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const TEXTURE_TYPE_MASK = 0x3C00000;
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const TEXTURE_SWIZZLE = 0x4000000;
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const TEXTURE_NO_TILED = 0x8000000;
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const TEXTURE_NO_SWIZZLE = 0x80000000;
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}
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}
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#[binrw]
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#[brw(repr = u32)]
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#[derive(Debug)]
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enum TextureFormat {
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B4G4R4A4 = 0x1440,
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B8G8R8A8 = 0x1450,
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BC1 = 0x3420,
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BC3 = 0x3431,
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BC5 = 0x6230,
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}
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#[binrw]
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#[derive(Debug)]
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#[allow(dead_code)]
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#[brw(little)]
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struct TexHeader {
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attribute: TextureAttribute,
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format: TextureFormat,
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width: u16,
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height: u16,
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depth: u16,
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mip_levels: u16,
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lod_offsets: [u32; 3],
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offset_to_surface: [u32; 13],
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}
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#[repr(C)]
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#[derive(Clone, Copy)]
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pub enum TextureType {
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TwoDimensional,
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ThreeDimensional,
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}
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pub struct Texture {
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/// Type of texture
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pub texture_type: TextureType,
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/// Width of the texture in pixels
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pub width: u32,
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/// Height of the texture in pixels
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pub height: u32,
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/// Depth of the texture in pixels
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pub depth: u32,
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/// Raw RGBA data
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pub rgba: Vec<u8>,
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}
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type DecodeFunction = fn(&[u8], usize, usize, &mut [u32]) -> Result<(), &'static str>;
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impl Texture {
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/// Reads an existing TEX file
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pub fn from_existing(buffer: ByteSpan) -> Option<Texture> {
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let mut cursor = Cursor::new(buffer);
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let header = TexHeader::read(&mut cursor).ok()?;
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cursor
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.seek(SeekFrom::Start(std::mem::size_of::<TexHeader>() as u64))
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.ok()?;
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let mut src = vec![0u8; buffer.len() - std::mem::size_of::<TexHeader>()];
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cursor.read_exact(src.as_mut_slice()).ok()?;
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let mut dst: Vec<u8>;
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match header.format {
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TextureFormat::B4G4R4A4 => {
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dst =
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vec![
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0u8;
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header.width as usize * header.height as usize * header.depth as usize * 4
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];
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let mut offset = 0;
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let mut dst_offset = 0;
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for _ in 0..header.width as usize * header.height as usize {
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let short: u16 = ((src[offset] as u16) << 8) | src[offset + 1] as u16;
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let src_b = short & 0xF;
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let src_g = (short >> 4) & 0xF;
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let src_r = (short >> 8) & 0xF;
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let src_a = (short >> 12) & 0xF;
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dst[dst_offset] = (17 * src_r) as u8;
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dst[dst_offset + 1] = (17 * src_g) as u8;
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dst[dst_offset + 2] = (17 * src_b) as u8;
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dst[dst_offset + 3] = (17 * src_a) as u8;
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offset += 2;
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dst_offset += 4;
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}
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}
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TextureFormat::B8G8R8A8 => {
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dst =
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vec![
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0u8;
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header.width as usize * header.height as usize * header.depth as usize * 4
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];
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let mut offset = 0;
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for _ in 0..header.width as usize * header.height as usize * header.depth as usize {
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let src_b = src[offset];
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let src_g = src[offset + 1];
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let src_r = src[offset + 2];
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let src_a = src[offset + 3];
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dst[offset] = src_r;
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dst[offset + 1] = src_g;
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dst[offset + 2] = src_b;
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dst[offset + 3] = src_a;
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offset += 4;
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}
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}
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TextureFormat::BC1 => {
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dst = Texture::decode(
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&src,
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header.width as usize,
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header.height as usize * header.depth as usize,
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decode_bc1,
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);
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}
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TextureFormat::BC3 => {
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dst = Texture::decode(
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&src,
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header.width as usize,
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header.height as usize * header.depth as usize,
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decode_bc3,
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);
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}
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TextureFormat::BC5 => {
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dst = Texture::decode(
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&src,
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header.width as usize,
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header.height as usize * header.depth as usize,
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decode_bc5,
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);
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}
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}
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Some(Texture {
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texture_type: if header.attribute.contains(TextureAttribute::TEXTURE_TYPE3_D) {
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TextureType::ThreeDimensional
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} else {
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TextureType::TwoDimensional
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},
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width: header.width as u32,
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height: header.height as u32,
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depth: header.depth as u32,
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rgba: dst,
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})
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}
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fn decode(src: &[u8], width: usize, height: usize, decode_func: DecodeFunction) -> Vec<u8> {
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let mut image: Vec<u32> = vec![0; width * height];
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decode_func(src, width, height, &mut image).unwrap();
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image
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.iter()
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.flat_map(|x| {
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let v = x.to_le_bytes();
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[v[2], v[1], v[0], v[3]]
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})
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.collect::<Vec<u8>>()
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}
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}
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#[cfg(test)]
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mod tests {
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use std::fs::read;
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use std::path::PathBuf;
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use super::*;
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#[test]
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fn test_invalid() {
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let mut d = PathBuf::from(env!("CARGO_MANIFEST_DIR"));
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d.push("resources/tests");
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d.push("random");
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// Feeding it invalid data should not panic
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Texture::from_existing(&read(d).unwrap());
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}
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}
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