#include "cursor.hpp" #include "pngu.h" #include using namespace std; extern const u8 player1_point_png[]; extern const u8 player2_point_png[]; extern const u8 player3_point_png[]; extern const u8 player4_point_png[]; static inline u32 coordsI8(u32 x, u32 y, u32 w) { return (((y >> 2) * (w >> 3) + (x >> 3)) << 5) + ((y & 3) << 3) + (x & 7); } static inline u32 coordsRGBA8(u32 x, u32 y, u32 w) { return ((((y >> 2) * (w >> 2) + (x >> 2)) << 5) + ((y & 3) << 2) + (x & 3)) << 1; } bool CCursor::init(const char *png, bool wideFix, CColor shadowColor, float shadowX, float shadowY, bool blur, int chan) { bool ok = true; bool shadow = shadowColor.a > 0; m_wideFix = wideFix; m_x = -1; m_y = -1; if (STexture::TE_OK != m_texture.fromImageFile(png)) { if (chan == 0) ok = STexture::TE_OK == m_texture.fromPNG(player1_point_png, GX_TF_RGBA8); else if (chan == 1) ok = STexture::TE_OK == m_texture.fromPNG(player2_point_png, GX_TF_RGBA8); else if (chan == 2) ok = STexture::TE_OK == m_texture.fromPNG(player3_point_png, GX_TF_RGBA8); else if (chan == 3) ok = STexture::TE_OK == m_texture.fromPNG(player4_point_png, GX_TF_RGBA8); } if (ok && shadow) { m_shadowColor = shadowColor; m_shadowX = shadowX; m_shadowY = shadowY; m_shadow.width = m_texture.width; m_shadow.height = m_texture.height; m_shadow.maxLOD = 0; m_shadow.format = GX_TF_I8; m_shadow.data = smartMem2Alloc(GX_GetTexBufferSize(m_shadow.width, m_shadow.height, m_shadow.format, GX_FALSE, 0)); if (!!m_shadow.data) { const u8 *src = m_texture.data.get(); u8 *dst = m_shadow.data.get(); u32 w = m_shadow.width; for (u32 yy = 0; yy < m_shadow.height; ++yy) for (u32 xx = 0; xx < m_shadow.width; ++xx) dst[coordsI8(xx, yy, w)] = src[coordsRGBA8(xx, yy, w)]; if (blur) _blur(); } } return ok; } void CCursor::draw(int x, int y, float a) { GXTexObj texObj; float w = (float)m_texture.width * 0.5f; float h = (float)m_texture.height * 0.5f; Mtx modelViewMtx; Vector3D v; float xScale = m_wideFix ? 0.75f : 1.f; m_x = x - m_texture.width / 2; m_y = y - m_texture.height / 2; // GX_SetNumChans(1); GX_ClearVtxDesc(); GX_SetVtxDesc(GX_VA_POS, GX_DIRECT); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0); GX_SetVtxDesc(GX_VA_CLR0, GX_DIRECT); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_RGBA8, 0); GX_SetVtxDesc(GX_VA_TEX0, GX_DIRECT); GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0); GX_SetNumTexGens(1); GX_SetTevOp(GX_TEVSTAGE0, GX_MODULATE); GX_SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP0, GX_COLOR0A0); GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY); GX_SetBlendMode(GX_BM_BLEND, GX_BL_SRCALPHA, GX_BL_INVSRCALPHA, GX_LO_CLEAR); GX_SetAlphaUpdate(GX_TRUE); GX_SetCullMode(GX_CULL_NONE); GX_SetZMode(GX_DISABLE, GX_LEQUAL, GX_TRUE); // Shadow if (!!m_shadow.data) { guMtxIdentity(modelViewMtx); guMtxTransApply(modelViewMtx, modelViewMtx, (float)x - w + m_shadowX * xScale, (float)y - h + m_shadowY, 0.f); GX_LoadPosMtxImm(modelViewMtx, GX_PNMTX0); GX_InitTexObj(&texObj, m_shadow.data.get(), m_shadow.width, m_shadow.height, m_shadow.format, GX_CLAMP, GX_CLAMP, GX_FALSE); GX_LoadTexObj(&texObj, GX_TEXMAP0); GX_Begin(GX_QUADS, GX_VTXFMT0, 4); v = Vector3D(w, h, 0.f).rotateZ(a); GX_Position3f32(v.x * xScale, v.y, v.z); GX_Color4u8(m_shadowColor.r, m_shadowColor.g, m_shadowColor.b, m_shadowColor.a); GX_TexCoord2f32(1.f, 1.f); v = Vector3D(-w, h, 0.f).rotateZ(a); GX_Position3f32(v.x * xScale, v.y, v.z); GX_Color4u8(m_shadowColor.r, m_shadowColor.g, m_shadowColor.b, m_shadowColor.a); GX_TexCoord2f32(0.f, 1.f); v = Vector3D(-w, -h, 0.f).rotateZ(a); GX_Position3f32(v.x * xScale, v.y, v.z); GX_Color4u8(m_shadowColor.r, m_shadowColor.g, m_shadowColor.b, m_shadowColor.a); GX_TexCoord2f32(0.f, 0.f); v = Vector3D(w, -h, 0.f).rotateZ(a); GX_Position3f32(v.x * xScale, v.y, v.z); GX_Color4u8(m_shadowColor.r, m_shadowColor.g, m_shadowColor.b, m_shadowColor.a); GX_TexCoord2f32(1.f, 0.f); GX_End(); } // guMtxIdentity(modelViewMtx); guMtxTransApply(modelViewMtx, modelViewMtx, (float)x - w, (float)y - h, 0.f); GX_LoadPosMtxImm(modelViewMtx, GX_PNMTX0); GX_InitTexObj(&texObj, m_texture.data.get(), m_texture.width, m_texture.height, m_texture.format, GX_CLAMP, GX_CLAMP, GX_FALSE); GX_LoadTexObj(&texObj, GX_TEXMAP0); GX_Begin(GX_QUADS, GX_VTXFMT0, 4); v = Vector3D(w, h, 0.f).rotateZ(a); GX_Position3f32(v.x * xScale, v.y, v.z); GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF); GX_TexCoord2f32(1.f, 1.f); v = Vector3D(-w, h, 0.f).rotateZ(a); GX_Position3f32(v.x * xScale, v.y, v.z); GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF); GX_TexCoord2f32(0.f, 1.f); v = Vector3D(-w, -h, 0.f).rotateZ(a); GX_Position3f32(v.x * xScale, v.y, v.z); GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF); GX_TexCoord2f32(0.f, 0.f); v = Vector3D(w, -h, 0.f).rotateZ(a); GX_Position3f32(v.x * xScale, v.y, v.z); GX_Color4u8(0xFF, 0xFF, 0xFF, 0xFF); GX_TexCoord2f32(1.f, 0.f); GX_End(); } void CCursor::_blur(void) { int radius = 3; int w = m_shadow.width; int h = m_shadow.height; int div = 2 * radius + 1; u8 *r = 0; u8 *pic = m_shadow.data.get(); int sum; int yp; int yi; int pass = 2; SmartBuf xMinBuf = smartMem2Alloc(w * sizeof (int)); SmartBuf xMaxBuf = smartMem2Alloc(w * sizeof (int)); SmartBuf yMinBuf = smartMem2Alloc(h * sizeof (int)); SmartBuf yMaxBuf = smartMem2Alloc(h * sizeof (int)); SmartBuf buf = smartMem2Alloc(m_shadow.width * m_shadow.height); if (!xMinBuf || !xMaxBuf || !yMinBuf || !yMaxBuf || !buf) return; int *xmin = (int *)xMinBuf.get(); int *xmax = (int *)xMaxBuf.get(); int *ymin = (int *)yMinBuf.get(); int *ymax = (int *)yMaxBuf.get(); r = buf.get(); for (int i = 0; i < w; ++i) { xmax[i] = min(i + radius + 1, w - 1); xmin[i] = max(i - radius, 0); } for (int i = 0; i < h; ++i) { ymax[i] = min(i + radius + 1, h - 1) * w; ymin[i] = max(i - radius, 0) * w; } for (int k = 0; k < pass; ++k) // 2 passes for much better quality { yi = 0; for (int y = 0; y < h; ++y) { sum = 0; for (int i = -radius; i <= radius; ++i) sum += pic[coordsI8(min(max(0, i), w - 1), y, w)]; for (int x = 0; x < w; ++x) { r[yi] = sum / div; sum += pic[coordsI8(xmax[x], y, w)]; sum -= pic[coordsI8(xmin[x], y, w)]; ++yi; } } for (int x = 0; x < w; ++x) { sum = 0; yp = -radius * w; for (int i = -radius; i <= radius; ++i) { yi = max(0, yp) + x; sum += r[yi]; yp += w; } yi = x; for (int y = 0; y < h; ++y) { pic[coordsI8(x, y, w)] = sum / div; sum += r[x + ymax[y]] - r[x + ymin[y]]; yi += w; } } } }