forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			145 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			145 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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#include "HiresTextures.h"
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#include <cstring>
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#include <utility>
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#include <algorithm>
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#include <SOIL/SOIL.h>
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "FileSearch.h"
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#include "StringUtil.h"
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namespace HiresTextures
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{
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std::map<std::string, std::string> textureMap;
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void Init(const char *gameCode)
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{
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	textureMap.clear();
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	CFileSearch::XStringVector Directories;
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	//Directories.push_back(File::GetUserPath(D_HIRESTEXTURES_IDX));
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	char szDir[MAX_PATH];
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	sprintf(szDir, "%s%s", File::GetUserPath(D_HIRESTEXTURES_IDX).c_str(), gameCode);
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	Directories.push_back(std::string(szDir));
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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 (u32 j = 0; j < FST_Temp.children.size(); j++)
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		{
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			if (FST_Temp.children.at(j).isDirectory)
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			{
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				bool duplicate = false;
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				for (u32 k = 0; k < Directories.size(); k++)
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				{
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					if (strcmp(Directories[k].c_str(), FST_Temp.children.at(j).physicalName.c_str()) == 0)
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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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				if (!duplicate)
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					Directories.push_back(FST_Temp.children.at(j).physicalName.c_str());
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			}
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		}
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	}
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	CFileSearch::XStringVector Extensions;
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	Extensions.push_back("*.png");
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	Extensions.push_back("*.bmp");
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	Extensions.push_back("*.tga");
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	Extensions.push_back("*.dds");
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	Extensions.push_back("*.jpg"); // Why not? Could be useful for large photo-like textures
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	CFileSearch FileSearch(Extensions, Directories);
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	const CFileSearch::XStringVector& rFilenames = FileSearch.GetFileNames();
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	char code[MAX_PATH];
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	sprintf(code, "%s_", gameCode);
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	if (rFilenames.size() > 0)
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	{
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		for (u32 i = 0; i < rFilenames.size(); i++)
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		{
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			std::string FileName;
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			SplitPath(rFilenames[i], NULL, &FileName, NULL);
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			if (FileName.substr(0, strlen(code)).compare(code) == 0 && textureMap.find(FileName) == textureMap.end())
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				textureMap.insert(std::map<std::string, std::string>::value_type(FileName, rFilenames[i]));
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		}
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	}
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}
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bool HiresTexExists(const char* filename)
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{
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	std::string key(filename);
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	return textureMap.find(key) != textureMap.end();
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}
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PC_TexFormat GetHiresTex(const char *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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	std::string key(fileName);
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	if (textureMap.find(key) == textureMap.end())
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		return PC_TEX_FMT_NONE;
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	int width;
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	int height;
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	int channels;
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	u8 *temp = SOIL_load_image(textureMap[key].c_str(), &width, &height, &channels, SOIL_LOAD_RGBA);
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	if (temp == NULL)
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	{
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		ERROR_LOG(VIDEO, "Custom texture %s failed to load", textureMap[key].c_str());
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		return PC_TEX_FMT_NONE;
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	}
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	*pWidth = width;
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	*pHeight = height;
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	int offset = 0;
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	PC_TexFormat returnTex = PC_TEX_FMT_NONE;
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	switch (texformat)
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	{
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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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		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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	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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		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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	INFO_LOG(VIDEO, "Loading custom texture from %s", textureMap[key].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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