DXT1 (108/137 textures in Base.xpr — the bulk of picture assets) decoded to noise. Root cause found by RE: Xbox 360 BCn blocks store the two 32-bit words of each 64-bit sub-block in the opposite order to the PC/DDS layout — colour endpoints live in the HIGH dword, indices in the low one. The endian field (k8in16) only fixes byte order within the 16-bit words; it does not reorder the dwords, so without this every DXT texture transposed endpoints/indices → noise. Isolation that led here: - de-tile proven correct for bpb=8 (coherent per-block signature map; the linear read is scrambled) — same faithful Xenos Tiled2D as the verified bpb=4 ARGB path (green Acheron backdrop). - inspecting a smooth region, coherent colour endpoints appeared only in bytes[4..8], with the high-entropy indices in bytes[0..4]. Fix: swap_bc_block_dwords() swaps the two dwords within each 64-bit unit after the byte-level endian swap, for every BCn format. Verified in the real Rust CLI: weapon skins (rou_f001_wep_*) now decode to clean, recognisable images. Viewer: DXT1 is fixed transparently (from_xpr2 feeds tex.data straight to the GPU as Bc1). Also corrected the uncompressed path — post-swap k_8_8_8_8 is [A,R,G,B]; reorder to [R,G,B,A] and upload as Rgba8UnormSrgb (was Bgra8, wrong). Knob: XPR_NO_BC_DWORD_SWAP disables the swap for A/B validation. KNOWN REMAINING: 16-byte blocks (BC2/DXT3, BC3/DXT5) and BC4/BC5 (DXT5A/DXN) still need their alpha+colour half layout worked out — they decode to noise for now. DXT1 + uncompressed + cubemaps are correct. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
182 lines
7.1 KiB
Rust
182 lines
7.1 KiB
Rust
//! Custom Bevy asset loaders for Project Sylpheed's file formats.
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//!
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//! Bevy's asset system is extended via `AssetLoader` implementations.
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//! Each loader converts a game-specific binary format into a Bevy `Image`
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//! or `Mesh` that can be used directly in the scene.
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//!
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//! ## How Bevy asset loading works
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//!
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//! 1. You request an asset: `asset_server.load("textures/ship01.xpr")`
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//! 2. Bevy looks for an `AssetLoader` that handles `.xpr` files
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//! 3. Our loader reads the bytes, de-tiles the texture, returns a `Image`
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//! 4. Bevy uploads it to the GPU automatically
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use bevy::asset::io::Reader;
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use bevy::asset::{AssetLoader, LoadContext};
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use bevy::image::ImageSampler;
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use bevy::prelude::*;
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use bevy::render::render_asset::RenderAssetUsages;
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use bevy::render::render_resource::{Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages};
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use sylpheed_formats::texture::{X360Texture, X360TextureFormat};
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// ── Plugin ────────────────────────────────────────────────────────────────────
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/// Registers all custom asset loaders with Bevy.
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pub struct SylpheedAssetPlugin;
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impl Plugin for SylpheedAssetPlugin {
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fn build(&self, app: &mut App) {
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app.init_asset_loader::<Xpr2TextureLoader>();
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// TODO: app.init_asset_loader::<SylpheedMeshLoader>();
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// TODO: app.init_asset_loader::<SylpheedAudioLoader>();
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info!("Sylpheed asset loaders registered");
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}
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}
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// ── XPR2 Texture Loader ───────────────────────────────────────────────────────
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/// Loads Xbox 360 XPR2 texture files (`.xpr`) as Bevy `Image` assets.
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///
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/// The loader:
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/// 1. Reads the raw XPR2 bytes
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/// 2. Parses the XPR2 header to find the texture descriptor
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/// 3. De-tiles the GPU memory layout using Morton-order de-interleaving
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/// 4. Returns a `bevy::render::texture::Image` with the correct `TextureFormat`
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#[derive(Default)]
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pub struct Xpr2TextureLoader;
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#[derive(Debug, thiserror::Error)]
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pub enum Xpr2LoadError {
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#[error("IO error: {0}")]
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Io(#[from] std::io::Error),
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#[error("Texture parse error: {0}")]
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Texture(#[from] sylpheed_formats::texture::TextureError),
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#[error("Unsupported texture format for Bevy upload")]
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UnsupportedForBevy,
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}
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impl AssetLoader for Xpr2TextureLoader {
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type Asset = Image;
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type Settings = ();
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type Error = Xpr2LoadError;
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async fn load(
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&self,
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reader: &mut dyn Reader,
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_settings: &Self::Settings,
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_load_context: &mut LoadContext<'_>,
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) -> Result<Self::Asset, Self::Error> {
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// Read all bytes from the asset source
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let mut bytes = Vec::new();
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reader.read_to_end(&mut bytes).await?;
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// Parse the XPR2 container and de-tile the texture
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let x360_tex = X360Texture::from_xpr2(&bytes)?;
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// Convert to Bevy's Image type
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x360_texture_to_bevy_image(x360_tex)
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}
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fn extensions(&self) -> &[&str] {
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// Register for both .xpr and .xpr2 extensions
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&["xpr", "xpr2"]
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}
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}
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// ── Conversion: X360Texture → bevy::Image ─────────────────────────────────────
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/// Convert a decoded `X360Texture` into a Bevy-compatible `Image`.
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///
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/// Constructs the `Image` struct directly rather than using `Image::new()`,
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/// because `Image::new()` calls `pixel_size()` which panics for BCn
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/// block-compressed formats.
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pub fn x360_texture_to_bevy_image(tex: X360Texture) -> Result<Image, Xpr2LoadError> {
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let format = x360_format_to_wgpu(&tex.format)?;
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// Uncompressed k_8_8_8_8: after `from_xpr2`'s k8in32 endian swap the bytes
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// are in [A,R,G,B] order (verified against the retail Acheron backdrop).
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// wgpu has no ARGB format, so reorder to [R,G,B,A] and upload as Rgba8
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// (see `x360_format_to_wgpu`). BCn data is already GPU-ready.
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let data = match tex.format {
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X360TextureFormat::A8R8G8B8 | X360TextureFormat::X8R8G8B8 => {
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let opaque = matches!(tex.format, X360TextureFormat::X8R8G8B8);
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let mut out = tex.data;
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for px in out.chunks_exact_mut(4) {
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let (a, r, g, b) = (px[0], px[1], px[2], px[3]);
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px[0] = r;
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px[1] = g;
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px[2] = b;
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px[3] = if opaque { 0xFF } else { a };
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}
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out
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}
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_ => tex.data,
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};
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Ok(Image {
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data,
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texture_descriptor: TextureDescriptor {
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label: None,
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size: Extent3d {
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width: tex.width,
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height: tex.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: TextureDimension::D2,
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format,
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usage: TextureUsages::TEXTURE_BINDING | TextureUsages::COPY_DST,
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view_formats: &[],
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},
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sampler: ImageSampler::Default,
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texture_view_descriptor: None,
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asset_usage: RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD,
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})
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}
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/// Map an `X360TextureFormat` to the corresponding `wgpu::TextureFormat`.
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///
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/// Bevy fully supports BCn (DXT) block compression — the GPU handles
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/// decompression in hardware, so we pass DXT data directly without
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/// software decompression.
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fn x360_format_to_wgpu(format: &X360TextureFormat) -> Result<TextureFormat, Xpr2LoadError> {
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Ok(match format {
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// DXT1 / BC1
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X360TextureFormat::Dxt1 => TextureFormat::Bc1RgbaUnormSrgb,
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// DXT3 / BC2
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X360TextureFormat::Dxt3 => TextureFormat::Bc2RgbaUnormSrgb,
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// DXT5 / BC3
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X360TextureFormat::Dxt5 => TextureFormat::Bc3RgbaUnormSrgb,
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// DXN / BC5 — two-channel normal maps (RG, not sRGB)
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X360TextureFormat::Dxn => TextureFormat::Bc5RgUnorm,
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// DXT5A / BC4 — single-channel (gloss, specular, luminance maps)
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X360TextureFormat::Dxt5A => TextureFormat::Bc4RUnorm,
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// Uncompressed — reordered to [R,G,B,A] by `x360_texture_to_bevy_image`.
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X360TextureFormat::A8R8G8B8 | X360TextureFormat::X8R8G8B8 => {
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TextureFormat::Rgba8UnormSrgb
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}
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})
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}
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// ── Fallback: load a raw DDS file ─────────────────────────────────────────────
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/// Loads a standard DDS file (if you've pre-converted game textures using
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/// a tool like Noesis). This is the fast path for early Milestone 1 work
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/// before the XPR2 loader is fully validated.
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///
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/// Bevy has built-in DDS support via the `dds` feature.
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/// Just use: asset_server.load("textures/ship01.dds")
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/// No custom loader needed for DDS!
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pub struct DdsTextureInfo;
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impl DdsTextureInfo {
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/// Use this path in Bevy for standard DDS files:
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/// ```rust,no_run
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/// # use bevy::prelude::*;
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/// # fn example(asset_server: Res<AssetServer>) {
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/// let handle: Handle<Image> = asset_server.load("textures/ship.dds");
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/// # }
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/// ```
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pub fn note() {}
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}
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