Created
November 7, 2017 08:20
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[PS2] 4-bit Texture Unswizzling Code
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public static byte[] UnSwizzle4(byte[] buffer, int width, int height, int where) | |
{ | |
// HUGE THANKS TO: | |
// L33TMasterJacob for finding the information on unswizzling 4-bit textures | |
// Dageron for his 4-bit unswizzling code; he's truly a genius! | |
// | |
// Source: https://gta.nick7.com/ps2/swizzling/unswizzle_delphi.txt | |
byte[] InterlaceMatrix = { | |
0x00, 0x10, 0x02, 0x12, | |
0x11, 0x01, 0x13, 0x03, | |
}; | |
int[] Matrix = { 0, 1, -1, 0 }; | |
int[] TileMatrix = { 4, -4 }; | |
var pixels = new byte[width * height]; | |
var newPixels = new byte[width * height]; | |
var d = 0; | |
var s = where; | |
for (int y = 0; y < height; y++) | |
{ | |
for (int x = 0; x < (width >> 1); x++) | |
{ | |
var p = buffer[s++]; | |
pixels[d++] = (byte)(p & 0xF); | |
pixels[d++] = (byte)(p >> 4); | |
} | |
} | |
// not sure what this was for, but it actually causes issues | |
// we can just use width directly without issues! | |
//var mw = width; | |
//if ((mw % 32) > 0) | |
// mw = ((mw / 32) * 32) + 32; | |
for (int y = 0; y < height; y++) | |
{ | |
for (int x = 0; x < width; x++) | |
{ | |
var oddRow = ((y & 1) != 0); | |
var num1 = (byte)((y / 4) & 1); | |
var num2 = (byte)((x / 4) & 1); | |
var num3 = (y % 4); | |
var num4 = ((x / 4) % 4); | |
if (oddRow) | |
num4 += 4; | |
var num5 = ((x * 4) % 16); | |
var num6 = ((x / 16) * 32); | |
var num7 = (oddRow) ? ((y - 1) * width) : (y * width); | |
var xx = x + num1 * TileMatrix[num2]; | |
var yy = y + Matrix[num3]; | |
var i = InterlaceMatrix[num4] + num5 + num6 + num7; | |
var j = yy * width + xx; | |
newPixels[j] = pixels[i]; | |
} | |
} | |
#if UNSWIZZLE_TO_4BIT | |
var result = new byte[width * height]; | |
s = 0; | |
d = 0; | |
for (int y = 0; y < height; y++) | |
{ | |
for (int x = 0; x < (width >> 1); x++) | |
result[d++] = (byte)((newPixels[s++] & 0xF) | (newPixels[s++] << 4)); | |
} | |
return result; | |
#else | |
// return an 8-bit texture | |
return newPixels; | |
#endif | |
} |
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