mirror of
https://github.com/Fledge68/WiiFlow_Lite.git
synced 2024-12-30 22:01:55 +01:00
706e18c6c0
progress, thanks alot to dimok and the whole usb loader gx team for help and the code for it! To zoom the banner to fullscreen click the back button, to zoom out the back button again, known bugs: -some games fuck up the textures of buttons (e.g. wii play motion) -if no wii game or channel was selected and you try to launch a game or exit wiiflow it will most likely codedump
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 <malloc.h>
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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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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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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*) memalign(32, 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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