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parse PAL file
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54
PalLib/PalFile.cs
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54
PalLib/PalFile.cs
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace PalLib;
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/// <summary>
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/// PAL файл по сути это indexed текстура (1024 байт - 256 цветов lookup + 4 байта "Ipol" и затем 256x256 индексов в lookup)
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/// </summary>
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public class PalFile
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{
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public required string FileName { get; set; }
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/// <summary>
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/// 256 цветов lookup (1024 байт)
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/// </summary>
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public required byte[] Palette { get; set; }
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/// <summary>
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/// 256x256 индексов в lookup
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/// </summary>
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public required byte[] Indices { get; set; }
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public void SaveAsPng(string outputPath)
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{
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const int width = 256;
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const int height = 256;
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var rgbaBytes = new byte[width * height * 4];
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for (int i = 0; i < Indices.Length; i++)
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{
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var index = Indices[i];
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// Palette is 256 colors * 4 bytes (ARGB usually, based on TexmLib)
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// TexmLib: r = lookup[i*4+0], g = lookup[i*4+1], b = lookup[i*4+2], a = lookup[i*4+3]
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// Assuming same format here.
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// since PAL is likely directx related, the format is is likely BGRA
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var b = Palette[index * 4 + 0];
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var g = Palette[index * 4 + 1];
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var r = Palette[index * 4 + 2];
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var a = Palette[index * 4 + 3]; // Alpha? Or is it unused/padding? TexmLib sets alpha to 255 manually for indexed.
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rgbaBytes[i * 4 + 0] = r;
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rgbaBytes[i * 4 + 1] = g;
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rgbaBytes[i * 4 + 2] = b;
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rgbaBytes[i * 4 + 3] = 255;
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}
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using var image = Image.LoadPixelData<Rgba32>(rgbaBytes, width, height);
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image.SaveAsPng(outputPath);
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}
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}
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