dolphin/Source/Core/VideoCommon/HiresTextures.cpp

146 lines
3.6 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <algorithm>
#include <cstring>
#include <utility>
#include <SOIL/SOIL.h>
#include "Common/CommonPaths.h"
#include "Common/FileSearch.h"
#include "Common/FileUtil.h"
#include "Common/StringUtil.h"
#include "VideoCommon/HiresTextures.h"
namespace HiresTextures
{
std::map<std::string, std::string> textureMap;
void Init(const char *gameCode)
{
textureMap.clear();
CFileSearch::XStringVector Directories;
//Directories.push_back(File::GetUserPath(D_HIRESTEXTURES_IDX));
char szDir[MAX_PATH];
sprintf(szDir, "%s%s", File::GetUserPath(D_HIRESTEXTURES_IDX).c_str(), gameCode);
Directories.push_back(std::string(szDir));
for (u32 i = 0; i < Directories.size(); i++)
{
File::FSTEntry FST_Temp;
File::ScanDirectoryTree(Directories[i], FST_Temp);
for (auto& entry : FST_Temp.children)
{
if (entry.isDirectory)
{
bool duplicate = false;
for (auto& Directory : Directories)
{
if (strcmp(Directory.c_str(), entry.physicalName.c_str()) == 0)
{
duplicate = true;
break;
}
}
if (!duplicate)
Directories.push_back(entry.physicalName.c_str());
}
}
}
CFileSearch::XStringVector Extensions;
Extensions.push_back("*.png");
Extensions.push_back("*.bmp");
Extensions.push_back("*.tga");
Extensions.push_back("*.dds");
Extensions.push_back("*.jpg"); // Why not? Could be useful for large photo-like textures
CFileSearch FileSearch(Extensions, Directories);
const CFileSearch::XStringVector& rFilenames = FileSearch.GetFileNames();
char code[MAX_PATH];
sprintf(code, "%s_", gameCode);
if (rFilenames.size() > 0)
{
for (auto& rFilename : rFilenames)
{
std::string FileName;
SplitPath(rFilename, nullptr, &FileName, nullptr);
if (FileName.substr(0, strlen(code)).compare(code) == 0 && textureMap.find(FileName) == textureMap.end())
textureMap.insert(std::map<std::string, std::string>::value_type(FileName, rFilename));
}
}
}
bool HiresTexExists(const char* filename)
{
std::string key(filename);
return textureMap.find(key) != textureMap.end();
}
PC_TexFormat GetHiresTex(const char *fileName, unsigned int *pWidth, unsigned int *pHeight, unsigned int *required_size, int texformat, unsigned int data_size, u8 *data)
{
std::string key(fileName);
if (textureMap.find(key) == textureMap.end())
return PC_TEX_FMT_NONE;
int width;
int height;
int channels;
u8 *temp = SOIL_load_image(textureMap[key].c_str(), &width, &height, &channels, SOIL_LOAD_RGBA);
if (temp == nullptr)
{
ERROR_LOG(VIDEO, "Custom texture %s failed to load", textureMap[key].c_str());
return PC_TEX_FMT_NONE;
}
*pWidth = width;
*pHeight = height;
int offset = 0;
PC_TexFormat returnTex = PC_TEX_FMT_NONE;
switch (texformat)
{
case GX_TF_I4:
case GX_TF_I8:
case GX_TF_IA4:
case GX_TF_IA8:
*required_size = width * height * 8;
if (data_size < *required_size)
goto cleanup;
for (int i = 0; i < width * height * 4; i += 4)
{
// Rather than use a luminosity function, just use the most intense color for luminance
// TODO(neobrain): Isn't this kind of.. stupid?
data[offset++] = *std::max_element(temp+i, temp+i+3);
data[offset++] = temp[i+3];
}
returnTex = PC_TEX_FMT_IA8;
break;
default:
*required_size = width * height * 4;
if (data_size < *required_size)
goto cleanup;
memcpy(data, temp, width * height * 4);
returnTex = PC_TEX_FMT_RGBA32;
break;
}
INFO_LOG(VIDEO, "Loading custom texture from %s", textureMap[key].c_str());
cleanup:
SOIL_free_image_data(temp);
return returnTex;
}
}