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https://github.com/dolphin-emu/dolphin.git
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159 lines
3.8 KiB
C++
159 lines
3.8 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <cstring>
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#include <string>
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#include <utility>
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#include <SOIL/SOIL.h>
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#include "Common/CommonPaths.h"
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#include "Common/FileSearch.h"
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#include "Common/FileUtil.h"
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#include "Common/StringUtil.h"
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#include "VideoCommon/HiresTextures.h"
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namespace HiresTextures
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{
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static std::map<std::string, std::string> textureMap;
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void Init(const std::string& gameCode)
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{
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textureMap.clear();
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CFileSearch::XStringVector Directories;
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std::string szDir = StringFromFormat("%s%s", File::GetUserPath(D_HIRESTEXTURES_IDX).c_str(), gameCode.c_str());
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Directories.push_back(szDir);
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for (u32 i = 0; i < Directories.size(); i++)
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{
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File::FSTEntry FST_Temp;
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File::ScanDirectoryTree(Directories[i], FST_Temp);
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for (auto& entry : FST_Temp.children)
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{
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if (entry.isDirectory)
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{
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bool duplicate = false;
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for (auto& Directory : Directories)
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{
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if (Directory == entry.physicalName)
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{
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duplicate = true;
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break;
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}
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}
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if (!duplicate)
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Directories.push_back(entry.physicalName);
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}
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}
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}
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CFileSearch::XStringVector Extensions = {
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"*.png",
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"*.bmp",
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"*.tga",
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"*.dds",
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"*.jpg" // Why not? Could be useful for large photo-like textures
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};
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CFileSearch FileSearch(Extensions, Directories);
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const CFileSearch::XStringVector& rFilenames = FileSearch.GetFileNames();
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const std::string code = StringFromFormat("%s_", gameCode.c_str());
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if (rFilenames.size() > 0)
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{
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for (auto& rFilename : rFilenames)
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{
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std::string FileName;
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SplitPath(rFilename, nullptr, &FileName, nullptr);
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if (FileName.substr(0, code.length()).compare(code) == 0 && textureMap.find(FileName) == textureMap.end())
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textureMap.insert(std::map<std::string, std::string>::value_type(FileName, rFilename));
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}
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}
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}
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bool HiresTexExists(const std::string& filename)
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{
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return textureMap.find(filename) != textureMap.end();
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}
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PC_TexFormat GetHiresTex(const std::string& filename, unsigned int* pWidth, unsigned int* pHeight, unsigned int* required_size, int texformat, unsigned int data_size, u8* data)
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{
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if (textureMap.find(filename) == textureMap.end())
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return PC_TEX_FMT_NONE;
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int width;
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int height;
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int channels;
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u8 *temp = SOIL_load_image(textureMap[filename].c_str(), &width, &height, &channels, SOIL_LOAD_RGBA);
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if (temp == nullptr)
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{
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ERROR_LOG(VIDEO, "Custom texture %s failed to load", textureMap[filename].c_str());
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return PC_TEX_FMT_NONE;
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}
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*pWidth = width;
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*pHeight = height;
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//int offset = 0;
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PC_TexFormat returnTex = PC_TEX_FMT_NONE;
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// TODO(neobrain): This function currently has no way to enforce RGBA32
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// output, which however is required on some configurations to function
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// properly. As a lazy workaround, we hence disable the optimized code
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// path for now.
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#if 0
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switch (texformat)
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{
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case GX_TF_I4:
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case GX_TF_I8:
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case GX_TF_IA4:
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case GX_TF_IA8:
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*required_size = width * height * 8;
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if (data_size < *required_size)
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goto cleanup;
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for (int i = 0; i < width * height * 4; i += 4)
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{
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// Rather than use a luminosity function, just use the most intense color for luminance
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// TODO(neobrain): Isn't this kind of.. stupid?
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data[offset++] = *std::max_element(temp+i, temp+i+3);
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data[offset++] = temp[i+3];
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}
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returnTex = PC_TEX_FMT_IA8;
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break;
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default:
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*required_size = width * height * 4;
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if (data_size < *required_size)
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goto cleanup;
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memcpy(data, temp, width * height * 4);
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returnTex = PC_TEX_FMT_RGBA32;
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break;
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}
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#else
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*required_size = width * height * 4;
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if (data_size < *required_size)
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goto cleanup;
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memcpy(data, temp, width * height * 4);
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returnTex = PC_TEX_FMT_RGBA32;
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#endif
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INFO_LOG(VIDEO, "Loading custom texture from %s", textureMap[filename].c_str());
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cleanup:
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SOIL_free_image_data(temp);
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return returnTex;
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}
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}
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