- Fix issue in texloader - add ivec2 to tecloader / screen - add draw func for iron - add bufCfg in 3 variants to c3d - add poc for c3d_permutation
86 lines
2.3 KiB
C++
Executable File
86 lines
2.3 KiB
C++
Executable File
#include <3ds.h>
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#include <algorithm>
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#include <amethyst/image.hpp>
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#include <amethyst/texture.hpp>
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#include <amethyst/utils.hpp>
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#include <stdexcept>
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namespace amy {
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ui tile3dsTex(int x, int y, int w) {
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return ((((y >> 3) * ((int)w >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) | ((y & 2) << 2) |
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((x & 4) << 2) | ((y & 4) << 3)));
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}
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GPU_TEXCOLOR image2TexFmt(const image::format& fmt) {
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switch (fmt) {
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case image::RGB:
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return GPU_RGB8;
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break;
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case image::RGBA:
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return GPU_RGBA8;
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break;
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case image::RGB565:
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return GPU_RGB565;
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break;
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default:
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// Dummy
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return GPU_A4;
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throw std::runtime_error(
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"[amy] texture: Unsupported texture format used!");
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break;
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}
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}
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texture::texture(cstr& path) { load(path); }
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texture::~texture() { unload(); }
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void texture::unload() {
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if (m_loaded) {
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C3D_TexDelete(&m_tex);
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m_loaded = false;
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}
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}
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void texture::load(cstr& path) {
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unload();
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image img(path);
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if (img.width() > 1024 || img.height() > 1024) {
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throw std::runtime_error("Max Texture Size is 1024x1024!");
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}
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int bpp = img.bpp();
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m_size.x = img.width();
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if (utils::isSingleBitNum(m_size.x)) {
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m_size.x = utils::nextPow2(m_size.x);
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}
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m_size.y = img.height();
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if (utils::isSingleBitNum(m_size.y)) {
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m_size.y = utils::nextPow2(m_size.y);
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}
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auto filter = GPU_NEAREST;
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auto format = image2TexFmt(img.fmt());
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C3D_TexInit(&m_tex, (u16)m_size.x, (u16)m_size.y, format);
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C3D_TexSetFilter(&m_tex, filter, filter);
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// Using std::fill_n instead cause i hate this error lines
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// under the memset func in my editor
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std::fill_n((unsigned char*)m_tex.data, m_tex.size, 0);
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for (int x = 0; x < img.width(); x++) {
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for (int y = 0; y < img.height(); y++) {
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int dst_pos = tile3dsTex(x, y, m_size.x) * bpp;
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int src_pos = (y * img.width() + x) * bpp;
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/// Best idea i had
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for (int i = 0; i < bpp; i++) {
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((u8*)m_tex.data)[dst_pos + bpp - 1 - i] = img[src_pos + i];
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}
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}
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}
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C3D_TexFlush(&m_tex);
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m_tex.border = 0x00000000;
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C3D_TexSetWrap(&m_tex, GPU_REPEAT, GPU_REPEAT);
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m_loaded = true;
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}
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void texture::bind(int reg) { C3D_TexBind(reg, &m_tex); }
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} // namespace amy
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