usbloadergx/source/Metaphrasis.cpp
giantpune 30535c6f5d *code beautification*
formatted the code to make it easier to read.  no functional changes at all.

i didn't put anything from the libwiigui folder or banner folder in the beautifier.

my automated .bat seems to have done a good job.  the only places i see it fucked up was on (GXColor){blablabla}.  it treated the brackets in the color like all the other brackets and put the color on a new line and indented it.  i think i fixed most of them.  not sure if it messed up anywhere else.  also not sure about how it handled different linebreaks.  it looks fine on windows.  if it looks messed up on linux, it can be reverted.

the code still compiles and runs fine.
2009-07-30 05:41:12 +00:00

383 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"
/**
* 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 *)memalign(32, 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 + 5)] & 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 *)memalign(32, 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.
*
* @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) {
uint8_t i, a;
i = (rgba >> 8) & 0xf0;
a = (rgba ) & 0xff;
return i | (a >> 4);
}
/**
* 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 *)memalign(32, 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++ = Metaphrasis::convertRGBAToIA4(src[((y + rows) * bufferWidth) + (x + 0)]);
*dst++ = Metaphrasis::convertRGBAToIA4(src[((y + rows) * bufferWidth) + (x + 1)]);
*dst++ = Metaphrasis::convertRGBAToIA4(src[((y + rows) * bufferWidth) + (x + 2)]);
*dst++ = Metaphrasis::convertRGBAToIA4(src[((y + rows) * bufferWidth) + (x + 3)]);
*dst++ = Metaphrasis::convertRGBAToIA4(src[((y + rows) * bufferWidth) + (x + 4)]);
*dst++ = Metaphrasis::convertRGBAToIA4(src[((y + rows) * bufferWidth) + (x + 5)]);
*dst++ = Metaphrasis::convertRGBAToIA4(src[((y + rows) * bufferWidth) + (x + 6)]);
*dst++ = Metaphrasis::convertRGBAToIA4(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.
*
* @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) {
uint8_t i, a;
i = (rgba >> 8) & 0xff;
a = (rgba ) & 0xff;
return (i << 8) | a;
}
/**
* 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 *)memalign(32, 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++ = Metaphrasis::convertRGBAToIA8(src[((y + rows) * bufferWidth) + (x + 0)]);
*dst++ = Metaphrasis::convertRGBAToIA8(src[((y + rows) * bufferWidth) + (x + 1)]);
*dst++ = Metaphrasis::convertRGBAToIA8(src[((y + rows) * bufferWidth) + (x + 2)]);
*dst++ = Metaphrasis::convertRGBAToIA8(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 *)memalign(32, 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 (uint16_t c = 0; c < 4; c++) {
for (uint16_t ar = 0; ar < 4; ar++) {
*dst++ = src[(((i + ar) + ((block + c) * bufferWidth)) * 4) + 3];
*dst++ = src[((i + ar) + ((block + c) * bufferWidth)) * 4];
}
}
for (uint16_t c = 0; c < 4; c++) {
for (uint16_t gb = 0; gb < 4; gb++) {
*dst++ = src[(((i + gb) + ((block + c) * bufferWidth)) * 4) + 1];
*dst++ = src[(((i + gb) + ((block + c) * bufferWidth)) * 4) + 2];
}
}
}
}
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.
*
* @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) {
uint8_t r, g, b;
r = (((rgba >> 24) & 0xff) * 31) / 255;
g = (((rgba >> 16) & 0xff) * 63) / 255;
b = (((rgba >> 8) & 0xff) * 31) / 255;
return (((r << 6) | g ) << 5 ) | b;
}
/**
* 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 *)memalign(32, 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++ = Metaphrasis::convertRGBAToRGB565(src[((y + rows) * bufferWidth) + (x + 0)]);
*dst++ = Metaphrasis::convertRGBAToRGB565(src[((y + rows) * bufferWidth) + (x + 1)]);
*dst++ = Metaphrasis::convertRGBAToRGB565(src[((y + rows) * bufferWidth) + (x + 2)]);
*dst++ = Metaphrasis::convertRGBAToRGB565(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.
* Attribution for this routine is given fully to WiiGator via the TehSkeen forum.
*
* @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) {
uint32_t r, g, b, a;
uint16_t color;
r = (rgba >> 24) & 0xff;
g = (rgba >> 16) & 0xff;
b = (rgba >> 8) & 0xff;
a = (rgba ) & 0xff;
if (a > 0xe0) {
r = r >> 3;
g = g >> 3;
b = b >> 3;
color = (r << 10) | (g << 5) | b;
color |= 0x8000;
} else {
r = r >> 4;
g = g >> 4;
b = b >> 4;
a = a >> 5;
color = (a << 12) | (r << 8) | (g << 4) | b;
}
return color;
}
/**
* 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 *)memalign(32, 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++ = Metaphrasis::convertRGBAToRGB5A3(src[((y + rows) * bufferWidth) + (x + 0)]);
*dst++ = Metaphrasis::convertRGBAToRGB5A3(src[((y + rows) * bufferWidth) + (x + 1)]);
*dst++ = Metaphrasis::convertRGBAToRGB5A3(src[((y + rows) * bufferWidth) + (x + 2)]);
*dst++ = Metaphrasis::convertRGBAToRGB5A3(src[((y + rows) * bufferWidth) + (x + 3)]);
}
}
}
DCFlushRange(dataBufferRGB5A3, bufferSize);
return dataBufferRGB5A3;
}