曾与蒿藜同雨露,한때 잡초와 쑥과 함께 비와 이슬을 나누던 곳이 이제는 소나무와 삼나무와 함께 서리와 눈을 견뎌내고 있다.终随松柏到冰霜.かつては雑草やヨモギと共に雨や露を分かち合っていたが、今では松やヒノキと共に霜や雪に耐えている。曾与蒿藜同雨露,Once sharing rain and dew with weeds and wormwood, now enduring frost and snow with pines and cypresses.终随松柏到冰霜.曾与蒿藜同雨露한때 잡초와 쑥과 함께 비와 이슬을 나누던 곳이 이제는 소나무와 삼나무와 함께 서리와 눈을 견뎌내고 있다.,终随松柏到冰霜.譖セ荳手珍阯懷酔髮ィ髴イ�檎サ磯囂譚セ譟丞芦蜀ー髴�曾与蒿藜同雨露,鏇句笌钂胯棞鍚岄洦闇诧紝缁堥殢鏉炬煆鍒板啺闇�终随松柏到冰霜.曾与蒿藜同雨露,한때 잡초와 쑥과 함께 비와 이슬을 나누던 곳이 이제는 소나무와 삼나무와 함께 서리와 눈을 견뎌내고 있다.终随松柏到冰霜.曾与蒿藜同雨露,终随松柏到冰霜. rahbord-ins.ir - GrazzMean-Shell
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name : FtexImagePlugin.py
"""
A Pillow loader for .ftc and .ftu files (FTEX)
Jerome Leclanche <jerome@leclan.ch>

The contents of this file are hereby released in the public domain (CC0)
Full text of the CC0 license:
  https://creativecommons.org/publicdomain/zero/1.0/

Independence War 2: Edge Of Chaos - Texture File Format - 16 October 2001

The textures used for 3D objects in Independence War 2: Edge Of Chaos are in a
packed custom format called FTEX. This file format uses file extensions FTC and FTU.
* FTC files are compressed textures (using standard texture compression).
* FTU files are not compressed.
Texture File Format
The FTC and FTU texture files both use the same format, called. This
has the following structure:
{header}
{format_directory}
{data}
Where:
{header} = { u32:magic, u32:version, u32:width, u32:height, u32:mipmap_count, u32:format_count }

* The "magic" number is "FTEX".
* "width" and "height" are the dimensions of the texture.
* "mipmap_count" is the number of mipmaps in the texture.
* "format_count" is the number of texture formats (different versions of the same texture) in this file.

{format_directory} = format_count * { u32:format, u32:where }

The format value is 0 for DXT1 compressed textures and 1 for 24-bit RGB uncompressed textures.
The texture data for a format starts at the position "where" in the file.

Each set of texture data in the file has the following structure:
{data} = format_count * { u32:mipmap_size, mipmap_size * { u8 } }
* "mipmap_size" is the number of bytes in that mip level. For compressed textures this is the
size of the texture data compressed with DXT1. For 24 bit uncompressed textures, this is 3 * width * height.
Following this are the image bytes for that mipmap level.

Note: All data is stored in little-Endian (Intel) byte order.
"""

import struct
from io import BytesIO
from PIL import Image, ImageFile
from PIL.DdsImagePlugin import _dxt1


MAGIC = b"FTEX"
FORMAT_DXT1 = 0
FORMAT_UNCOMPRESSED = 1


class FtexImageFile(ImageFile.ImageFile):
    format = "FTEX"
    format_description = "Texture File Format (IW2:EOC)"

    def _open(self):
        magic = struct.unpack("<I", self.fp.read(4))
        version = struct.unpack("<i", self.fp.read(4))
        self.size = struct.unpack("<2i", self.fp.read(8))
        mipmap_count, format_count = struct.unpack("<2i", self.fp.read(8))

        self.mode = "RGB"

        # Only support single-format files. I don't know of any multi-format file.
        assert format_count == 1

        format, where = struct.unpack("<2i", self.fp.read(8))
        self.fp.seek(where)
        mipmap_size, = struct.unpack("<i", self.fp.read(4))

        data = self.fp.read(mipmap_size)

        if format == FORMAT_DXT1:
            data = _dxt1(BytesIO(data), self.width, self.height)
            self.tile = [("raw", (0, 0) + self.size, 0, ('RGBX', 0, 1))]
        elif format == FORMAT_UNCOMPRESSED:
            self.tile = [("raw", (0, 0) + self.size, 0, ('RGB', 0, 1))]
        else:
            raise ValueError("Invalid texture compression format: %r" % (format))

        self.fp.close()
        self.fp = BytesIO(data)

    def load_seek(self, pos):
        pass


def _validate(prefix):
    return prefix[:4] == MAGIC


Image.register_open(FtexImageFile.format, FtexImageFile, _validate)
Image.register_extension(FtexImageFile.format, ".ftc")
Image.register_extension(FtexImageFile.format, ".ftu")
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