WiiFlow_Lite/source/banner/BannerTexture.cpp
fix94.1 3bc03871fe -fixed a mixed up background (thanks ayatus)
-set wiiflow version to beta 4.2.2
-added another memory manager just for wii games and banners
-changed THP file playback, for sound you now need to have a ogg file with the same name, that fixes all audio shutters and crashes
-optimized THP file playback and JPG extraction alot, it should now work fine with 640x480 30fps without any crash or freeze anymore
2014-02-28 23:11:02 +00:00

149 lines
3.9 KiB
C++

/*
Copyright (c) 2010 - Wii Banner Player Project
Copyright (c) 2012 - Dimok
Copyright (c) 2012 - giantpune
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#include <set>
#include <string.h>
#include "memory/mem2.hpp"
#include "BannerTexture.hpp"
Texture::~Texture()
{
if(texture_data)
MEM2_lo_free(texture_data);
}
void Texture::Load(const u8 *file )
{
if(!file)
return;
header = (Texture::Header *) file;
if (header->magic != MAGIC) {
header = NULL;
return; // bad header
}
u32 texture_count = header->num_textures;
// only support a single texture
if (texture_count > 1)
{
// Never saw it happen
texture_count = 1;
gprintf("texture count > 1\n");
}
// read textures
const TPL_Texture *tpl_list = (const TPL_Texture *) (file + header->header_size);
for(u32 i = 0; i < texture_count; i++)
{
// seek to texture header
const TPL_Texture_Header *texture = (const TPL_Texture_Header *) (file + tpl_list[i].texture_offset);
u8 mipmap = 0;
u8 bias_clamp = 0;
if(texture->max_lod > 0)
mipmap = GX_TRUE;
if(texture->lod_bias > 0.0f)
bias_clamp = GX_ENABLE;
// texture data
u8 *texture_data = (u8 *) (file + texture->offset);
// seek to/read palette header
if (tpl_list[i].palette_offset != 0)
{
palette = (TPL_Palette_Header *) (file + tpl_list[i].palette_offset);
// load the texture
GX_InitTexObjCI(&texobj, texture_data, texture->width, texture->height, texture->format,
texture->wrap_s, texture->wrap_t, mipmap, 0);
}
else
{
// load the texture
GX_InitTexObj(&texobj, texture_data, texture->width, texture->height, texture->format,
texture->wrap_s, texture->wrap_t, mipmap);
}
// filter mode
if(mipmap)
{
GX_InitTexObjLOD(&texobj, texture->min, texture->mag, texture->min_lod, texture->max_lod,
texture->lod_bias, bias_clamp, bias_clamp, texture->edge_lod);
}
}
}
//! This function is to load custom texture data and replace the original one.
void Texture::LoadTextureData(const u8 *data, u16 width, u16 height, u8 fmt)
{
if(texture_data)
MEM2_lo_free(texture_data);
int tex_size = GX_GetTexBufferSize(width, height, fmt, GX_FALSE, 0);
texture_data = (u8*)MEM2_lo_alloc(tex_size);
if(!texture_data)
return;
memcpy(texture_data, data, tex_size);
DCFlushRange(texture_data, tex_size);
GX_InitTexObj(&texobj, texture_data, width, height, fmt, 0, 0, GX_FALSE);
}
void Texture::Apply(u8 &tlutName, u8 map_id, u8 wrap_s, u8 wrap_t) const
{
if(!header)
return;
if(tlutName >= 20 || map_id >= 8)
return;
// create a temporary texture object to not modify the original with the wrap_s and wrap_t parameters
GXTexObj tmpTexObj;
for(int i = 0; i < 8; ++i)
tmpTexObj.val[i] = texobj.val[i];
// assume that if there is a palette header, then this format is a CIx one
if(palette)
{
// seek to/read palette data
u8 *tlut_data = (u8 *) (((u8 *) header) + palette->offset);
// load tlut
GXTlutObj tlutobj;
GX_InitTlutObj(&tlutobj, tlut_data, palette->format, palette->num_items );
GX_LoadTlut(&tlutobj, tlutName);
GX_InitTexObjTlut((GXTexObj *) &tmpTexObj, tlutName);
tlutName++;
}
GX_InitTexObjWrapMode((GXTexObj *) &tmpTexObj, wrap_s, wrap_t);
GX_LoadTexObj((GXTexObj *) &tmpTexObj, map_id);
}