renderd7/source/Image.cpp

186 lines
5.2 KiB
C++

/**
* This file is part of RenderD7
* Copyright (C) 2021-2024 NPI-D7, tobid7
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <renderd7/external/stb_image.h>
#include <renderd7/Image.hpp>
#include <vector>
static u32 __rd7i_gp2o__(u32 v) {
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
v++;
return (v >= 64 ? v : 64);
}
static void __rd7i_r24r32(std::vector<uint8_t> &out,
const std::vector<uint8_t> &in, const int &w,
const int &h) {
// Converts RGB24 to RGBA32
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
int src = (y * w + x) * 3;
int dst = (y * w + x) * 4;
out[dst + 0] = in[src + 0];
out[dst + 1] = in[src + 1];
out[dst + 2] = in[src + 2];
out[dst + 3] = 255;
}
}
}
static void __rd7i_c3dc2d__(C3D_Tex *tex, Tex3DS_SubTexture *subtex, u8 *buf,
u32 size, u32 width, u32 height) {
// RGBA -> ABGR
for (u32 row = 0; row < width; row++) {
for (u32 col = 0; col < height; col++) {
u32 z = (row + col * width) * 4;
u8 r = *(u8 *)(buf + z);
u8 g = *(u8 *)(buf + z + 1);
u8 b = *(u8 *)(buf + z + 2);
u8 a = *(u8 *)(buf + z + 3);
*(buf + z) = a;
*(buf + z + 1) = b;
*(buf + z + 2) = g;
*(buf + z + 3) = r;
}
}
u32 w_pow2 = __rd7i_gp2o__(width);
u32 h_pow2 = __rd7i_gp2o__(height);
subtex->width = (u16)width;
subtex->height = (u16)height;
subtex->left = 0.0f;
subtex->top = 1.0f;
subtex->right = (width / (float)w_pow2);
subtex->bottom = 1.0 - (height / (float)h_pow2);
C3D_TexInit(tex, (u16)w_pow2, (u16)h_pow2, GPU_RGBA8);
C3D_TexSetFilter(tex, GPU_NEAREST, GPU_NEAREST);
u32 pixel_size = (size / width / height);
memset(tex->data, 0, tex->size);
for (u32 x = 0; x < width; x++) {
for (u32 y = 0; y < height; y++) {
u32 dst_pos = ((((y >> 3) * (w_pow2 >> 3) + (x >> 3)) << 6) +
((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
pixel_size;
u32 src_pos = (y * width + x) * pixel_size;
memcpy(&((u8 *)tex->data)[dst_pos], &((u8 *)buf)[src_pos], pixel_size);
}
}
C3D_TexFlush(tex);
tex->border = 0x00000000;
C3D_TexSetWrap(tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
// linearFree(buf);
}
namespace RenderD7 {
Image::Image() {
img.tex = nullptr;
img.subtex = nullptr;
}
Image::~Image() { safe_del(); }
void Image::load(const std::string &path) {
// Make sure to cleanup
safe_del();
ld = false;
// Setup Func and Load Data
int w, h, c = 0;
uint8_t *image = stbi_load(path.c_str(), &w, &h, &c, 4);
if (image == nullptr) {
return;
}
// Size/Fmt Check
if (w > 1024 || h > 1024) {
// Reason: Image to Large
stbi_image_free(image);
return;
}
std::vector<uint8_t> wimg(w * h * 4);
if (c == 3) {
stbi_image_free(image);
image = stbi_load(path.c_str(), &w, &h, &c, 3);
__rd7i_r24r32(wimg, std::vector<uint8_t>(image, image + (w * h * 3)), w, h);
} else {
// Maybe find a better solution later
for (size_t i = 0; i < wimg.size(); i++) {
wimg[i] = image[i];
}
}
stbi_image_free(image);
// Create C2D_Image
C3D_Tex *tex = new C3D_Tex;
Tex3DS_SubTexture *subtex = new Tex3DS_SubTexture;
__rd7i_c3dc2d__(tex, subtex, wimg.data(), (u32)(w * h * 4), (u32)w, (u32)h);
img.tex = tex;
img.subtex = subtex;
ld = true;
}
void Image::from_nimg(const nimg &image) {
// Make sure to cleanup
safe_del();
ld = false;
if (image.width > 1024 || image.height > 1024) return;
C3D_Tex *tex = new C3D_Tex;
Tex3DS_SubTexture *subtex = new Tex3DS_SubTexture;
__rd7i_c3dc2d__(tex, subtex, (u8 *)image.pixel_buffer.data(),
(u32)image.pixel_buffer.size(), (u32)image.width,
(u32)image.height);
img.tex = tex;
img.subtex = subtex;
ld = true;
}
C2D_Image Image::get() { return img; }
C2D_Image &Image::get_ref() { return img; }
void Image::set(const C2D_Image &i) {
safe_del();
img = i;
}
R7Vec2 Image::get_size() {
if (!img.subtex) return R7Vec2(0, 0);
return R7Vec2(img.subtex->width, img.subtex->height);
}
void Image::safe_del() {
if (img.subtex != nullptr) delete img.subtex;
if (img.tex != nullptr) delete img.tex;
}
bool Image::loaded() { return ld; }
} // namespace RenderD7