forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			152 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2013 Dolphin Emulator Project
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| // Licensed under GPLv2
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| // Refer to the license.txt file included.
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| 
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| #include <algorithm>
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| #include <cstring>
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| #include <string>
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| #include <utility>
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| #include <SOIL/SOIL.h>
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| 
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| #include "Common/CommonPaths.h"
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| #include "Common/FileSearch.h"
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| #include "Common/FileUtil.h"
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| #include "Common/StringUtil.h"
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| 
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| #include "VideoCommon/HiresTextures.h"
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| 
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| namespace HiresTextures
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| {
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| 
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| static std::map<std::string, std::string> textureMap;
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| 
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| void Init(const std::string& gameCode)
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| {
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| 	textureMap.clear();
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| 
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| 	CFileSearch::XStringVector Directories;
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| 
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| 	std::string szDir = StringFromFormat("%s%s", File::GetUserPath(D_HIRESTEXTURES_IDX).c_str(), gameCode.c_str());
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| 	Directories.push_back(szDir);
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| 
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| 	for (u32 i = 0; i < Directories.size(); i++)
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| 	{
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| 		File::FSTEntry FST_Temp;
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| 		File::ScanDirectoryTree(Directories[i], FST_Temp);
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| 		for (auto& entry : FST_Temp.children)
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| 		{
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| 			if (entry.isDirectory)
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| 			{
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| 				bool duplicate = false;
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| 
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| 				for (auto& Directory : Directories)
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| 				{
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| 					if (Directory == entry.physicalName)
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| 					{
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| 						duplicate = true;
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| 						break;
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| 					}
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| 				}
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| 
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| 				if (!duplicate)
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| 					Directories.push_back(entry.physicalName);
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| 			}
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| 		}
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| 	}
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| 
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| 	CFileSearch::XStringVector Extensions = {
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| 		"*.png",
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| 		"*.bmp",
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| 		"*.tga",
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| 		"*.dds",
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| 		"*.jpg" // Why not? Could be useful for large photo-like textures
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| 	};
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| 
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| 	CFileSearch FileSearch(Extensions, Directories);
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| 	const CFileSearch::XStringVector& rFilenames = FileSearch.GetFileNames();
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| 
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| 	const std::string code = StringFromFormat("%s_", gameCode.c_str());
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| 
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| 	if (rFilenames.size() > 0)
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| 	{
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| 		for (auto& rFilename : rFilenames)
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| 		{
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| 			std::string FileName;
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| 			SplitPath(rFilename, nullptr, &FileName, nullptr);
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| 
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| 			if (FileName.substr(0, code.length()).compare(code) == 0 && textureMap.find(FileName) == textureMap.end())
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| 				textureMap.insert(std::map<std::string, std::string>::value_type(FileName, rFilename));
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| 		}
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| 	}
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| }
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| 
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| bool HiresTexExists(const std::string& filename)
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| {
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| 	return textureMap.find(filename) != textureMap.end();
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| }
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| 
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| PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsigned int* pHeight, unsigned int* required_size, int texformat, unsigned int data_size, u8* data)
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| {
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| 	if (textureMap.find(filename) == textureMap.end())
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| 		return PC_TEX_FMT_NONE;
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| 
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| 	int width;
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| 	int height;
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| 	int channels;
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| 
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| 	u8 *temp = SOIL_load_image(textureMap[filename].c_str(), &width, &height, &channels, SOIL_LOAD_RGBA);
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| 	if (temp == nullptr)
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| 	{
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| 		ERROR_LOG(VIDEO, "Custom texture %s failed to load", textureMap[filename].c_str());
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| 		return PC_TEX_FMT_NONE;
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| 	}
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| 
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| 	*pWidth = width;
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| 	*pHeight = height;
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| 
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| 	//int offset = 0;
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| 	PC_TexFormat returnTex = PC_TEX_FMT_NONE;
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| 
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| 	switch (texformat)
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| 	{
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| 	// TODO(neobrain): This function currently has no way to enforce RGBA32
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| 	// output, which however is required on some configurations to function
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| 	// properly. As a lazy workaround, we hence disable the optimized code
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| 	// path for now.
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| #if 0
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| 	case GX_TF_I4:
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| 	case GX_TF_I8:
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| 	case GX_TF_IA4:
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| 	case GX_TF_IA8:
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| 		*required_size = width * height * 8;
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| 		if (data_size < *required_size)
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| 			goto cleanup;
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| 
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| 		for (int i = 0; i < width * height * 4; i += 4)
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| 		{
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| 			// Rather than use a luminosity function, just use the most intense color for luminance
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| 			// TODO(neobrain): Isn't this kind of.. stupid?
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| 			data[offset++] = *std::max_element(temp+i, temp+i+3);
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| 			data[offset++] = temp[i+3];
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| 		}
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| 		returnTex = PC_TEX_FMT_IA8;
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| 		break;
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| #endif
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| 	default:
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| 		*required_size = width * height * 4;
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| 		if (data_size < *required_size)
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| 			goto cleanup;
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| 
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| 		memcpy(data, temp, width * height * 4);
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| 		returnTex = PC_TEX_FMT_RGBA32;
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| 		break;
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| 	}
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| 
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| 	INFO_LOG(VIDEO, "Loading custom texture from %s", textureMap[filename].c_str());
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| cleanup:
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| 	SOIL_free_image_data(temp);
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| 	return returnTex;
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| }
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| 
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| }
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