Use family palettes for PCX textures
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c14f74b108
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@ -1,20 +1,55 @@
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using System.IO;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using System.Text;
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using Godot;
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namespace KeepersCompound.TMV;
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namespace KeepersCompound.TMV;
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public partial class TextureLoader
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public partial class TextureLoader
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{
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{
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// TODO: Support more types of PCX just in case
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// TODO: Support more types of PCX just in case
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// TODO: We need to load the palette from an external file!!!
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// References:
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// References:
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// - https://www.fileformat.info/format/pcx/egff.htm
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// - https://www.fileformat.info/format/pcx/egff.htm
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// - http://www.fysnet.net/pcxfile.htm
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// - http://www.fysnet.net/pcxfile.htm
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private static Godot.ImageTexture LoadPcx(string path)
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private static ImageTexture LoadPcx(string path)
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{
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{
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static Color[] LoadFamilyPalette(string famPath)
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{
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var numColors = 256;
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var bytesPerColor = 3;
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var paletteSize = numColors * bytesPerColor;
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var palette = new Color[numColors];
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var options = new EnumerationOptions
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{
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MatchCasing = MatchCasing.CaseInsensitive
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};
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var paths = Directory.GetFiles(famPath, "full.pcx", options);
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if (paths.Length != 0)
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{
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var palettePath = paths[0];
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using MemoryStream stream = new(File.ReadAllBytes(palettePath));
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using BinaryReader reader = new(stream, Encoding.UTF8, false);
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stream.Seek(-paletteSize, SeekOrigin.End);
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for (var i = 0; i < numColors; i++)
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{
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var r = reader.ReadByte() / 255.0f;
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var g = reader.ReadByte() / 255.0f;
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var b = reader.ReadByte() / 255.0f;
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palette[i] = new Color(r, g, b);
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}
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}
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return palette;
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}
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static System.Numerics.Vector2 ReadVec2(BinaryReader reader)
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{
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return new(reader.ReadUInt16(), reader.ReadUInt16());
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}
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using MemoryStream stream = new(File.ReadAllBytes(path));
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using MemoryStream stream = new(File.ReadAllBytes(path));
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using BinaryReader reader = new(stream, Encoding.UTF8, false);
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using BinaryReader reader = new(stream, Encoding.UTF8, false);
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@ -23,17 +58,16 @@ public partial class TextureLoader
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var version = reader.ReadByte();
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var version = reader.ReadByte();
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var compression = reader.ReadByte();
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var compression = reader.ReadByte();
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var bytesPerPixel = reader.ReadByte();
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var bytesPerPixel = reader.ReadByte();
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var min = new Vector2(reader.ReadUInt16(), reader.ReadUInt16());
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var min = ReadVec2(reader);
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var max = new Vector2(reader.ReadUInt16(), reader.ReadUInt16());
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var max = ReadVec2(reader);
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var dpi = new Vector2(reader.ReadUInt16(), reader.ReadUInt16());
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var dpi = ReadVec2(reader);
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var headerPalette = reader.ReadBytes(48);
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var headerPalette = reader.ReadBytes(48);
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reader.ReadByte();
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reader.ReadByte();
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var numPlanes = reader.ReadByte();
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var numPlanes = reader.ReadByte();
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var bytesPerRow = reader.ReadUInt16();
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var bytesPerRow = reader.ReadUInt16();
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var paletteMode = reader.ReadUInt16();
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var paletteMode = reader.ReadUInt16();
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var dpiSrc = new Vector2(reader.ReadUInt16(), reader.ReadUInt16());
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var dpiSrc = ReadVec2(reader);
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reader.ReadBytes(54);
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reader.ReadBytes(54);
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var dataOffset = stream.Position;
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// Validation
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// Validation
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if (tag != 0x0A)
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if (tag != 0x0A)
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@ -54,13 +88,12 @@ public partial class TextureLoader
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throw new System.Exception("Unsupported bpp/plane format");
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throw new System.Exception("Unsupported bpp/plane format");
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}
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}
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var palette = LoadPcxPalette(reader);
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var palette = LoadFamilyPalette(path.GetBaseDir());
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// Read pixels
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// Read run length encoded pixel Data
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stream.Seek(dataOffset, SeekOrigin.Begin);
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var width = (int)(max.X - min.X + 1);
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var width = (int)(max.X - min.X + 1);
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var height = (int)(max.Y - min.Y + 1);
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var height = (int)(max.Y - min.Y + 1);
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var image = Godot.Image.Create(width, height, false, Godot.Image.Format.Rgba8);
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var image = Image.Create(width, height, false, Image.Format.Rgba8);
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for (var y = 0; y < height; y++)
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for (var y = 0; y < height; y++)
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{
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{
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var x = 0;
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var x = 0;
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@ -85,24 +118,6 @@ public partial class TextureLoader
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}
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}
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}
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}
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return Godot.ImageTexture.CreateFromImage(image);
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return ImageTexture.CreateFromImage(image);
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}
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private static Godot.Color[] LoadPcxPalette(BinaryReader reader)
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{
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var numColors = 256;
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var bytesPerColor = 3;
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var paletteSize = numColors * bytesPerColor;
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reader.BaseStream.Seek(-paletteSize, SeekOrigin.End);
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var palette = new Godot.Color[numColors];
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for (var i = 0; i < numColors; i++)
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{
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var r = reader.ReadByte() / 255.0f;
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var g = reader.ReadByte() / 255.0f;
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var b = reader.ReadByte() / 255.0f;
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palette[i] = new Godot.Color(r, g, b);
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}
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return palette;
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}
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}
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}
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}
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