WiiFlow_Lite/source/gui/Metaphrasis.cpp
fix94.1 2562347f6c -updated metaphrasis from 0.1.0 to 0.1.2
-small changes in menu_about
2012-01-31 15:16:52 +00:00

405 lines
15 KiB
C++

/*
* Metaphrasis is a static conversion class for transforming RGBA image
* buffers into verious GX texture formats for Wii homebrew development.
* Copyright (C) 2008 Armin Tamzarian
*
* This file is part of Metaphrasis.
*
* Metaphrasis is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published
* by the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Metaphrasis is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Metaphrasis. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Metaphrasis.h"
#include "mem2.hpp"
/**
* Default constructor for the Metaphrasis class.
*/
Metaphrasis::Metaphrasis() {
}
/**
* Default destructor for the Metaphrasis class.
*/
Metaphrasis::~Metaphrasis() {
}
/**
* Convert the specified RGBA data buffer into the I4 texture format
*
* This routine converts the RGBA data buffer into the I4 texture format and returns a pointer to the converted buffer.
*
* @param rgbaBuffer Buffer containing the temporarily rendered RGBA data.
* @param bufferWidth Pixel width of the data buffer.
* @param bufferHeight Pixel height of the data buffer.
* @return A pointer to the allocated buffer.
*/
uint32_t* Metaphrasis::convertBufferToI4(uint32_t* rgbaBuffer, uint16_t bufferWidth, uint16_t bufferHeight) {
uint32_t bufferSize = bufferWidth * bufferHeight >> 1;
uint32_t* dataBufferI4 = (uint32_t *)MEM2_alloc(bufferSize);
memset(dataBufferI4, 0x00, bufferSize);
uint32_t *src = (uint32_t *)rgbaBuffer;
uint8_t *dst = (uint8_t *)dataBufferI4;
for(uint16_t y = 0; y < bufferHeight; y += 8) {
for(uint16_t x = 0; x < bufferWidth; x += 8) {
for(uint16_t rows = 0; rows < 8; rows++) {
*dst++ = (src[((y + rows) * bufferWidth) + (x + 0)] & 0xf0) | ((src[((y + rows) * bufferWidth) + (x + 1)] & 0xf0) >> 4);
*dst++ = (src[((y + rows) * bufferWidth) + (x + 2)] & 0xf0) | ((src[((y + rows) * bufferWidth) + (x + 3)] & 0xf0) >> 4);
*dst++ = (src[((y + rows) * bufferWidth) + (x + 4)] & 0xf0) | ((src[((y + rows) * bufferWidth) + (x + 5)] & 0xf0) >> 4);
*dst++ = (src[((y + rows) * bufferWidth) + (x + 6)] & 0xf0) | ((src[((y + rows) * bufferWidth) + (x + 7)] & 0xf0) >> 4);
}
}
}
DCFlushRange(dataBufferI4, bufferSize);
return dataBufferI4;
}
/**
* Convert the specified RGBA data buffer into the I8 texture format
*
* This routine converts the RGBA data buffer into the I8 texture format and returns a pointer to the converted buffer.
*
* @param rgbaBuffer Buffer containing the temporarily rendered RGBA data.
* @param bufferWidth Pixel width of the data buffer.
* @param bufferHeight Pixel height of the data buffer.
* @return A pointer to the allocated buffer.
*/
uint32_t* Metaphrasis::convertBufferToI8(uint32_t* rgbaBuffer, uint16_t bufferWidth, uint16_t bufferHeight) {
uint32_t bufferSize = bufferWidth * bufferHeight;
uint32_t* dataBufferI8 = (uint32_t *)MEM2_alloc(bufferSize);
memset(dataBufferI8, 0x00, bufferSize);
uint32_t *src = (uint32_t *)rgbaBuffer;
uint8_t *dst = (uint8_t *)dataBufferI8;
for(uint16_t y = 0; y < bufferHeight; y += 4) {
for(uint16_t x = 0; x < bufferWidth; x += 8) {
for(uint16_t rows = 0; rows < 4; rows++) {
*dst++ = src[((y + rows) * bufferWidth) + (x + 0)] & 0xff;
*dst++ = src[((y + rows) * bufferWidth) + (x + 1)] & 0xff;
*dst++ = src[((y + rows) * bufferWidth) + (x + 2)] & 0xff;
*dst++ = src[((y + rows) * bufferWidth) + (x + 3)] & 0xff;
*dst++ = src[((y + rows) * bufferWidth) + (x + 4)] & 0xff;
*dst++ = src[((y + rows) * bufferWidth) + (x + 5)] & 0xff;
*dst++ = src[((y + rows) * bufferWidth) + (x + 6)] & 0xff;
*dst++ = src[((y + rows) * bufferWidth) + (x + 7)] & 0xff;
}
}
}
DCFlushRange(dataBufferI8, bufferSize);
return dataBufferI8;
}
/**
* Downsample the specified RGBA value data buffer to an IA4 value.
*
* This routine downsamples the given RGBA data value into the IA4 texture data format.
*
* <strong>Format Explanation</strong>
* \n
* IA4 is a greyscale color format with a 4 bit Alpha component. In order to convert from the given RGBA color format simply concatenate
* the first 4 MSB from any color component (in this case the Blue component to decrease the number of place shifts performed) to
* the first 4 MSB from the Alpha component.
* \n\n
* <code>
* RGBA (32bit): r7r6r5r4r3r2r1r0|g7g6g5g4g3g2g1g0|b7b6b5b4b3b2b1b|0a7a6a5a4a3a2a1a0
* \n
* RGBIA4 (8bit): b7b6b5b4a7a6a5a4
* </code>
*
* @param rgba A 32-bit RGBA value to convert to the IA4 format.
* @return The IA4 value of the given RGBA value.
*/
uint8_t Metaphrasis::convertRGBAToIA4(uint32_t rgba) {
return RGBA_TO_IA4(rgba);
}
/**
* Convert the specified RGBA data buffer into the IA4 texture format
*
* This routine converts the RGBA data buffer into the IA4 texture format and returns a pointer to the converted buffer.
*
* @param rgbaBuffer Buffer containing the temporarily rendered RGBA data.
* @param bufferWidth Pixel width of the data buffer.
* @param bufferHeight Pixel height of the data buffer.
* @return A pointer to the allocated buffer.
*/
uint32_t* Metaphrasis::convertBufferToIA4(uint32_t* rgbaBuffer, uint16_t bufferWidth, uint16_t bufferHeight) {
uint32_t bufferSize = bufferWidth * bufferHeight;
uint32_t* dataBufferIA4 = (uint32_t *)MEM2_alloc(bufferSize);
memset(dataBufferIA4, 0x00, bufferSize);
uint32_t *src = (uint32_t *)rgbaBuffer;
uint8_t *dst = (uint8_t *)dataBufferIA4;
for(uint16_t y = 0; y < bufferHeight; y += 4) {
for(uint16_t x = 0; x < bufferWidth; x += 8) {
for(uint16_t rows = 0; rows < 4; rows++) {
*dst++ = RGBA_TO_IA4(src[((y + rows) * bufferWidth) + (x + 0)]);
*dst++ = RGBA_TO_IA4(src[((y + rows) * bufferWidth) + (x + 1)]);
*dst++ = RGBA_TO_IA4(src[((y + rows) * bufferWidth) + (x + 2)]);
*dst++ = RGBA_TO_IA4(src[((y + rows) * bufferWidth) + (x + 3)]);
*dst++ = RGBA_TO_IA4(src[((y + rows) * bufferWidth) + (x + 4)]);
*dst++ = RGBA_TO_IA4(src[((y + rows) * bufferWidth) + (x + 5)]);
*dst++ = RGBA_TO_IA4(src[((y + rows) * bufferWidth) + (x + 6)]);
*dst++ = RGBA_TO_IA4(src[((y + rows) * bufferWidth) + (x + 7)]);
}
}
}
DCFlushRange(dataBufferIA4, bufferSize);
return dataBufferIA4;
}
/**
* Downsample the specified RGBA value data buffer to an IA8 value.
*
* This routine downsamples the given RGBA data value into the IA8 texture data format.
*
* <strong>Format Explanation</strong>
* \n
* IA8 is a greyscale color format with a full 8 bit Alpha component. In order to convert from the given RGBA color format simply concatenate
* the entire 8 bit information from any color component (in this case the Blue component to decrease the number of place shifts performed) to
* the entire 8 bit Alpha component.
* \n\n
* <code>
* RGBA (32bit): r7r6r5r4r3r2r1r0|g7g6g5g4g3g2g1g0|b7b6b5b4b3b2b1b|0a7a6a5a4a3a2a1a0
* \n
* RGBIA8 (16bit): b7b6b5b4b3b2b1b0|a7a6a5a4a3a2a1a0
* </code>
*
* @param rgba A 32-bit RGBA value to convert to the IA8 format.
* @return The IA8 value of the given RGBA value.
*/
uint16_t Metaphrasis::convertRGBAToIA8(uint32_t rgba) {
return RGBA_TO_IA8(rgba);
}
/**
* Convert the specified RGBA data buffer into the IA8 texture format
*
* This routine converts the RGBA data buffer into the IA8 texture format and returns a pointer to the converted buffer.
*
* @param rgbaBuffer Buffer containing the temporarily rendered RGBA data.
* @param bufferWidth Pixel width of the data buffer.
* @param bufferHeight Pixel height of the data buffer.
* @return A pointer to the allocated buffer.
*/
uint32_t* Metaphrasis::convertBufferToIA8(uint32_t* rgbaBuffer, uint16_t bufferWidth, uint16_t bufferHeight) {
uint32_t bufferSize = (bufferWidth * bufferHeight) << 1;
uint32_t* dataBufferIA8 = (uint32_t *)MEM2_alloc(bufferSize);
memset(dataBufferIA8, 0x00, bufferSize);
uint32_t *src = (uint32_t *)rgbaBuffer;
uint16_t *dst = (uint16_t *)dataBufferIA8;
for(uint16_t y = 0; y < bufferHeight; y += 4) {
for(uint16_t x = 0; x < bufferWidth; x += 4) {
for(uint16_t rows = 0; rows < 4; rows++) {
*dst++ = RGBA_TO_IA8(src[((y + rows) * bufferWidth) + (x + 0)]);
*dst++ = RGBA_TO_IA8(src[((y + rows) * bufferWidth) + (x + 1)]);
*dst++ = RGBA_TO_IA8(src[((y + rows) * bufferWidth) + (x + 2)]);
*dst++ = RGBA_TO_IA8(src[((y + rows) * bufferWidth) + (x + 3)]);
}
}
}
DCFlushRange(dataBufferIA8, bufferSize);
return dataBufferIA8;
}
/**
* Convert the specified RGBA data buffer into the RGBA8 texture format
*
* This routine converts the RGBA data buffer into the RGBA8 texture format and returns a pointer to the converted buffer.
*
* @param rgbaBuffer Buffer containing the temporarily rendered RGBA data.
* @param bufferWidth Pixel width of the data buffer.
* @param bufferHeight Pixel height of the data buffer.
* @return A pointer to the allocated buffer.
*/
uint32_t* Metaphrasis::convertBufferToRGBA8(uint32_t* rgbaBuffer, uint16_t bufferWidth, uint16_t bufferHeight) {
uint32_t bufferSize = (bufferWidth * bufferHeight) << 2;
uint32_t* dataBufferRGBA8 = (uint32_t *)MEM2_alloc(bufferSize);
memset(dataBufferRGBA8, 0x00, bufferSize);
uint8_t *src = (uint8_t *)rgbaBuffer;
uint8_t *dst = (uint8_t *)dataBufferRGBA8;
for(uint16_t block = 0; block < bufferHeight; block += 4) {
for(uint16_t i = 0; i < bufferWidth; i += 4) {
for (uint32_t c = 0; c < 4; c++) {
uint32_t blockWid = (((block + c) * bufferWidth) + i) << 2 ;
*dst++ = src[blockWid + 3]; // ar = 0
*dst++ = src[blockWid + 0];
*dst++ = src[blockWid + 7]; // ar = 1
*dst++ = src[blockWid + 4];
*dst++ = src[blockWid + 11]; // ar = 2
*dst++ = src[blockWid + 8];
*dst++ = src[blockWid + 15]; // ar = 3
*dst++ = src[blockWid + 12];
}
for (uint32_t c = 0; c < 4; c++) {
uint32_t blockWid = (((block + c) * bufferWidth) + i ) << 2 ;
*dst++ = src[blockWid + 1]; // gb = 0
*dst++ = src[blockWid + 2];
*dst++ = src[blockWid + 5]; // gb = 1
*dst++ = src[blockWid + 6];
*dst++ = src[blockWid + 9]; // gb = 2
*dst++ = src[blockWid + 10];
*dst++ = src[blockWid + 13]; // gb = 3
*dst++ = src[blockWid + 14];
}
}
}
DCFlushRange(dataBufferRGBA8, bufferSize);
return dataBufferRGBA8;
}
/**
* Downsample the specified RGBA value data buffer to an RGB565 value.
*
* This routine downsamples the given RGBA data value into the RGB565 texture data format.
* Attribution for this routine is given fully to NoNameNo of GRRLIB Wii library.
*
* <strong>Format Explanation</strong>
* \n
* RGB565 is a color format without an Alpha component. In order to convert from the given RGBA color format simply concatenate
* the first 5 MSB from the Red component to the first 6 MSB from the Green component to the first 5 MSB from the Blue component.
* \n\n
* <code>
* RGBA (32bit): r7r6r5r4r3r2r1r0|g7g6g5g4g3g2g1g0|b7b6b5b4b3b2b1b|0a7a6a5a4a3a2a1a0
* \n
* RGB565 (16bit): r7r6r5r4r3g7g6g5|g4g3g2b7b6b5b4b3
* </code>
*
* @param rgba A 32-bit RGBA value to convert to the RGB565 format.
* @return The RGB565 value of the given RGBA value.
*/
uint16_t Metaphrasis::convertRGBAToRGB565(uint32_t rgba) {
return RGBA_TO_RGB565(rgba);
}
/**
* Convert the specified RGBA data buffer into the RGB565 texture format
*
* This routine converts the RGBA data buffer into the RGB565 texture format and returns a pointer to the converted buffer.
*
* @param rgbaBuffer Buffer containing the temporarily rendered RGBA data.
* @param bufferWidth Pixel width of the data buffer.
* @param bufferHeight Pixel height of the data buffer.
* @return A pointer to the allocated buffer.
*/
uint32_t* Metaphrasis::convertBufferToRGB565(uint32_t* rgbaBuffer, uint16_t bufferWidth, uint16_t bufferHeight) {
uint32_t bufferSize = (bufferWidth * bufferHeight) << 1;
uint32_t* dataBufferRGB565 = (uint32_t *)MEM2_alloc(bufferSize);
memset(dataBufferRGB565, 0x00, bufferSize);
uint32_t *src = (uint32_t *)rgbaBuffer;
uint16_t *dst = (uint16_t *)dataBufferRGB565;
for(uint16_t y = 0; y < bufferHeight; y += 4) {
for(uint16_t x = 0; x < bufferWidth; x += 4) {
for(uint16_t rows = 0; rows < 4; rows++) {
*dst++ = RGBA_TO_RGB565(src[((y + rows) * bufferWidth) + (x + 0)]);
*dst++ = RGBA_TO_RGB565(src[((y + rows) * bufferWidth) + (x + 1)]);
*dst++ = RGBA_TO_RGB565(src[((y + rows) * bufferWidth) + (x + 2)]);
*dst++ = RGBA_TO_RGB565(src[((y + rows) * bufferWidth) + (x + 3)]);
}
}
}
DCFlushRange(dataBufferRGB565, bufferSize);
return dataBufferRGB565;
}
/**
* Downsample the specified RGBA value data buffer to an RGB5A3 value.
*
* This routine downsamples the given RGBA data value into the RGB5A3 texture data format.
*
* <strong>Format Explanation</strong>
* \n
* RGB5A3 is really a conditional application of the RGB444 and RGB555 formats based off of the value of the Alpha channel.
* If the 3 MSB of the Alpha channel is fully opaque (a7a6a5 == [1][1][1]) then the RGBA color is converted to RGB555 with the first bit set to 1.
* Otherwise the RGBA color is converted to RGB444 with a 3 bit alpha channel and the first bit set to 0.
*\n\n
* <code>
* RGBA (32bit): r7r6r5r4r3r2r1r0|g7g6g5g4g3g2g1g0|b7b6b5b4b3b2b1b|0a7a6a5a4a3a2a1a0
* \n
* RGB555 (16bit): [1]r7r6r5r4r3g7g6|g5g4g3b7b6b5b4b3
* \n
* RGB444 (16bit): [0]r7r6r5r4g7g6g5|g4b7b6b5b4a7a6a5
* </code>
*
* @param rgba A 32-bit RGBA value to convert to the RGB5A3 format.
* @return The RGB5A3 value of the given RGBA value.
*/
uint16_t Metaphrasis::convertRGBAToRGB5A3(uint32_t rgba) {
return RGBA_TO_RGB5A3(rgba);
}
/**
* Convert the specified RGBA data buffer into the RGB5A3 texture format
*
* This routine converts the RGBA data buffer into the RGB5A3 texture format and returns a pointer to the converted buffer.
*
* @param rgbaBuffer Buffer containing the temporarily rendered RGBA data.
* @param bufferWidth Pixel width of the data buffer.
* @param bufferHeight Pixel height of the data buffer.
* @return A pointer to the allocated buffer.
*/
uint32_t* Metaphrasis::convertBufferToRGB5A3(uint32_t* rgbaBuffer, uint16_t bufferWidth, uint16_t bufferHeight) {
uint32_t bufferSize = (bufferWidth * bufferHeight) << 1;
uint32_t* dataBufferRGB5A3 = (uint32_t *)MEM2_alloc(bufferSize);
memset(dataBufferRGB5A3, 0x00, bufferSize);
uint32_t *src = (uint32_t *)rgbaBuffer;
uint16_t *dst = (uint16_t *)dataBufferRGB5A3;
for(uint16_t y = 0; y < bufferHeight; y += 4) {
for(uint16_t x = 0; x < bufferWidth; x += 4) {
for(uint16_t rows = 0; rows < 4; rows++) {
*dst++ = RGBA_TO_RGB5A3(src[((y + rows) * bufferWidth) + (x + 0)]);
*dst++ = RGBA_TO_RGB5A3(src[((y + rows) * bufferWidth) + (x + 1)]);
*dst++ = RGBA_TO_RGB5A3(src[((y + rows) * bufferWidth) + (x + 2)]);
*dst++ = RGBA_TO_RGB5A3(src[((y + rows) * bufferWidth) + (x + 3)]);
}
}
}
DCFlushRange(dataBufferRGB5A3, bufferSize);
return dataBufferRGB5A3;
}