mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-11 20:44:21 +01:00
3bc03871fe
-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
149 lines
3.9 KiB
C++
149 lines
3.9 KiB
C++
/*
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Copyright (c) 2010 - Wii Banner Player Project
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Copyright (c) 2012 - Dimok
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Copyright (c) 2012 - giantpune
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include <set>
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#include <string.h>
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#include "memory/mem2.hpp"
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#include "BannerTexture.hpp"
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Texture::~Texture()
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{
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if(texture_data)
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MEM2_lo_free(texture_data);
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}
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void Texture::Load(const u8 *file )
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{
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if(!file)
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return;
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header = (Texture::Header *) file;
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if (header->magic != MAGIC) {
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header = NULL;
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return; // bad header
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}
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u32 texture_count = header->num_textures;
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// only support a single texture
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if (texture_count > 1)
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{
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// Never saw it happen
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texture_count = 1;
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gprintf("texture count > 1\n");
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}
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// read textures
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const TPL_Texture *tpl_list = (const TPL_Texture *) (file + header->header_size);
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for(u32 i = 0; i < texture_count; i++)
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{
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// seek to texture header
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const TPL_Texture_Header *texture = (const TPL_Texture_Header *) (file + tpl_list[i].texture_offset);
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u8 mipmap = 0;
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u8 bias_clamp = 0;
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if(texture->max_lod > 0)
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mipmap = GX_TRUE;
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if(texture->lod_bias > 0.0f)
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bias_clamp = GX_ENABLE;
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// texture data
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u8 *texture_data = (u8 *) (file + texture->offset);
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// seek to/read palette header
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if (tpl_list[i].palette_offset != 0)
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{
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palette = (TPL_Palette_Header *) (file + tpl_list[i].palette_offset);
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// load the texture
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GX_InitTexObjCI(&texobj, texture_data, texture->width, texture->height, texture->format,
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texture->wrap_s, texture->wrap_t, mipmap, 0);
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}
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else
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{
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// load the texture
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GX_InitTexObj(&texobj, texture_data, texture->width, texture->height, texture->format,
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texture->wrap_s, texture->wrap_t, mipmap);
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}
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// filter mode
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if(mipmap)
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{
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GX_InitTexObjLOD(&texobj, texture->min, texture->mag, texture->min_lod, texture->max_lod,
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texture->lod_bias, bias_clamp, bias_clamp, texture->edge_lod);
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}
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}
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}
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//! This function is to load custom texture data and replace the original one.
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void Texture::LoadTextureData(const u8 *data, u16 width, u16 height, u8 fmt)
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{
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if(texture_data)
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MEM2_lo_free(texture_data);
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int tex_size = GX_GetTexBufferSize(width, height, fmt, GX_FALSE, 0);
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texture_data = (u8*)MEM2_lo_alloc(tex_size);
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if(!texture_data)
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return;
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memcpy(texture_data, data, tex_size);
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DCFlushRange(texture_data, tex_size);
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GX_InitTexObj(&texobj, texture_data, width, height, fmt, 0, 0, GX_FALSE);
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}
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void Texture::Apply(u8 &tlutName, u8 map_id, u8 wrap_s, u8 wrap_t) const
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{
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if(!header)
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return;
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if(tlutName >= 20 || map_id >= 8)
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return;
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// create a temporary texture object to not modify the original with the wrap_s and wrap_t parameters
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GXTexObj tmpTexObj;
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for(int i = 0; i < 8; ++i)
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tmpTexObj.val[i] = texobj.val[i];
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// assume that if there is a palette header, then this format is a CIx one
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if(palette)
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{
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// seek to/read palette data
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u8 *tlut_data = (u8 *) (((u8 *) header) + palette->offset);
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// load tlut
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GXTlutObj tlutobj;
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GX_InitTlutObj(&tlutobj, tlut_data, palette->format, palette->num_items );
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GX_LoadTlut(&tlutobj, tlutName);
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GX_InitTexObjTlut((GXTexObj *) &tmpTexObj, tlutName);
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tlutName++;
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}
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GX_InitTexObjWrapMode((GXTexObj *) &tmpTexObj, wrap_s, wrap_t);
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GX_LoadTexObj((GXTexObj *) &tmpTexObj, map_id);
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}
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