338 lines
10 KiB
C++
338 lines
10 KiB
C++
#include <renderd7/Image.hpp>
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#include <renderd7/ToastsV2.hpp>
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#include <renderd7/external/stb_image.h>
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extern bool usedbgmsg;
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void convert24to32(unsigned char *inputImage, int width, int height,
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unsigned char *outputImage) {
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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int i = (y * width + x) * 3; // index of current pixel in input image
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int j = (y * width + x) * 4; // index of current pixel in output image
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outputImage[j] = inputImage[i]; // copy red channel
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outputImage[j + 1] = inputImage[i + 1]; // copy green channel
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outputImage[j + 2] = inputImage[i + 2]; // copy blue channel
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outputImage[j + 3] = 255; // set alpha channel to 255 (fully opaque)
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}
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}
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}
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static u32 GetNextPowerOf2(u32 v) {
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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v++;
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return (v >= 64 ? v : 64);
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}
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static bool C3DTexToC2DImage(C2D_Image *texture, u32 width, u32 height,
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u8 *buf) {
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if (width >= 1024 || height >= 1024)
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return false;
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C3D_Tex *tex = new C3D_Tex[sizeof(C3D_Tex)];
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Tex3DS_SubTexture *subtex = new Tex3DS_SubTexture[sizeof(Tex3DS_SubTexture)];
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subtex->width = static_cast<u16>(width);
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subtex->height = static_cast<u16>(height);
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// RGBA -> ABGR
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for (u32 row = 0; row < subtex->width; row++) {
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for (u32 col = 0; col < subtex->height; col++) {
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u32 z = (row + col * subtex->width) * 4;
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u8 r = *(u8 *)(buf + z);
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u8 g = *(u8 *)(buf + z + 1);
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u8 b = *(u8 *)(buf + z + 2);
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u8 a = *(u8 *)(buf + z + 3);
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*(buf + z) = a;
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*(buf + z + 1) = b;
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*(buf + z + 2) = g;
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*(buf + z + 3) = r;
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}
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}
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u32 w_pow2 = GetNextPowerOf2(subtex->width);
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u32 h_pow2 = GetNextPowerOf2(subtex->height);
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subtex->left = 0.f;
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subtex->top = 1.f;
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subtex->right = (subtex->width / static_cast<float>(w_pow2));
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subtex->bottom = (1.0 - (subtex->height / static_cast<float>(h_pow2)));
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C3D_TexInit(tex, static_cast<u16>(w_pow2), static_cast<u16>(h_pow2),
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GPU_RGBA8);
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C3D_TexSetFilter(tex, GPU_NEAREST, GPU_NEAREST);
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std::memset(tex->data, 0, tex->size);
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for (u32 x = 0; x < subtex->width; x++) {
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for (u32 y = 0; y < subtex->height; y++) {
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u32 dst_pos = ((((y >> 3) * (w_pow2 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
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((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
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4;
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u32 src_pos = (y * subtex->width + x) * 4;
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std::memcpy(&(static_cast<u8 *>(tex->data))[dst_pos],
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&(static_cast<u8 *>(buf))[src_pos], 4);
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}
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}
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C3D_TexFlush(tex);
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tex->border = RenderD7::Color::Hex("#000000", 0);
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C3D_TexSetWrap(tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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if (tex && subtex) {
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texture->tex = tex;
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texture->subtex = subtex;
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return true;
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}
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return false;
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}
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static void OLD_C3DTexToC2DImage(C3D_Tex *tex, Tex3DS_SubTexture *subtex,
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u8 *buf, u32 size, u32 width, u32 height,
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GPU_TEXCOLOR format) {
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// RGBA -> ABGR
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for (u32 row = 0; row < width; row++) {
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for (u32 col = 0; col < height; col++) {
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u32 z = (row + col * width) * 4;
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u8 r = *(u8 *)(buf + z);
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u8 g = *(u8 *)(buf + z + 1);
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u8 b = *(u8 *)(buf + z + 2);
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u8 a = *(u8 *)(buf + z + 3);
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*(buf + z) = a;
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*(buf + z + 1) = b;
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*(buf + z + 2) = g;
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*(buf + z + 3) = r;
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}
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}
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u32 w_pow2 = GetNextPowerOf2(width);
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u32 h_pow2 = GetNextPowerOf2(height);
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subtex->width = (u16)width;
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subtex->height = (u16)height;
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subtex->left = 0.0f;
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subtex->top = 1.0f;
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subtex->right = (width / (float)w_pow2);
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subtex->bottom = 1.0 - (height / (float)h_pow2);
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C3D_TexInit(tex, (u16)w_pow2, (u16)h_pow2, format);
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C3D_TexSetFilter(tex, GPU_NEAREST, GPU_NEAREST);
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u32 pixel_size = (size / width / height);
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memset(tex->data, 0, tex->size);
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for (u32 x = 0; x < width; x++) {
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for (u32 y = 0; y < height; y++) {
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u32 dst_pos = ((((y >> 3) * (w_pow2 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
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((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
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pixel_size;
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u32 src_pos = (y * width + x) * pixel_size;
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memcpy(&((u8 *)tex->data)[dst_pos], &((u8 *)buf)[src_pos], pixel_size);
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}
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}
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C3D_TexFlush(tex);
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tex->border = 0x00000000;
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C3D_TexSetWrap(tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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linearFree(buf);
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}
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bool IMG_LoadImageFile(C2D_Image *texture, const char *path) {
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stbi_uc *image = NULL;
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int width = 0, height = 0;
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int nc;
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image = stbi_load(path, &width, &height, &nc, 4);
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if (width > 1024 || height > 1024) {
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stbi_image_free(image);
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return false;
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}
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C3D_Tex *tex = new C3D_Tex;
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Tex3DS_SubTexture *subtex = new Tex3DS_SubTexture;
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OLD_C3DTexToC2DImage(tex, subtex, image, (u32)(width * height * 4),
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(u32)width, (u32)height, GPU_RGBA8);
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texture->tex = tex;
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texture->subtex = subtex;
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stbi_image_free(image);
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return true;
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}
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void RenderD7::Image::LoadPng(const std::string path) {
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if (usedbgmsg) {
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// RenderD7::Msg::Display("RenderD7", "Loading Png:" + path, Top);
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}
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std::vector<u8> ImageBuffer;
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unsigned width, height;
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if (loadet) {
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C3D_TexDelete(this->img.tex);
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loadet = false;
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}
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lodepng::decode(ImageBuffer, width, height, path);
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this->img.tex = new C3D_Tex;
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this->img.subtex =
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new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f,
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width / 1024.0f, 1.0f - (height / 1024.0f)});
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C3D_TexInit(this->img.tex, 1024, 1024, GPU_RGBA8);
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C3D_TexSetFilter(this->img.tex, GPU_LINEAR, GPU_LINEAR);
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this->img.tex->border = 0xFFFFFFFF;
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C3D_TexSetWrap(this->img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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for (u32 x = 0; x < width && x < 1024; x++) {
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for (u32 y = 0; y < height && y < 1024; y++) {
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const u32 dstPos = ((((y >> 3) * (1024 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
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((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
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4;
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const u32 srcPos = (y * width + x) * 4;
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((uint8_t *)this->img.tex->data)[dstPos + 0] =
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ImageBuffer.data()[srcPos + 3];
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((uint8_t *)this->img.tex->data)[dstPos + 1] =
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ImageBuffer.data()[srcPos + 2];
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((uint8_t *)this->img.tex->data)[dstPos + 2] =
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ImageBuffer.data()[srcPos + 1];
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((uint8_t *)this->img.tex->data)[dstPos + 3] =
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ImageBuffer.data()[srcPos + 0];
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}
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}
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loadet = true;
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}
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RenderD7::Image::~Image() {
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if (loadet)
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C3D_TexDelete(img.tex);
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loadet = false;
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}
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void RenderD7::Image::Unload() {
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if (loadet)
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C3D_TexDelete(img.tex);
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loadet = false;
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}
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void RenderD7::Image::LoadPFromBuffer(const std::vector<u8> &buffer) {
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std::vector<u8> ImageBuffer;
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if (loadet) {
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C3D_TexDelete(this->img.tex);
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loadet = false;
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}
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unsigned width, height;
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lodepng::decode(ImageBuffer, width, height, buffer);
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img.tex = new C3D_Tex;
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img.subtex =
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new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f,
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width / 512.0f, 1.0f - (height / 512.0f)});
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C3D_TexInit(img.tex, 512, 512, GPU_RGBA8);
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C3D_TexSetFilter(img.tex, GPU_LINEAR, GPU_LINEAR);
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img.tex->border = 0xFFFFFFFF;
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C3D_TexSetWrap(img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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for (u32 x = 0; x < width && x < 512; x++) {
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for (u32 y = 0; y < height && y < 512; y++) {
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const u32 dstPos = ((((y >> 3) * (512 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
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((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
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4;
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const u32 srcPos = (y * width + x) * 4;
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((uint8_t *)img.tex->data)[dstPos + 0] = ImageBuffer.data()[srcPos + 3];
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((uint8_t *)img.tex->data)[dstPos + 1] = ImageBuffer.data()[srcPos + 2];
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((uint8_t *)img.tex->data)[dstPos + 2] = ImageBuffer.data()[srcPos + 1];
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((uint8_t *)img.tex->data)[dstPos + 3] = ImageBuffer.data()[srcPos + 0];
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}
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}
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}
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void RenderD7::Image::FromSheet(RenderD7::Sheet sheet, size_t index) {}
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bool RenderD7::Image::Draw(float x, float y, float scaleX, float scaleY) {
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if (loadet)
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return C2D_DrawImageAt(this->img, x, y, 0.5f, nullptr, scaleX, scaleY);
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return false;
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}
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void RenderD7::Image::LoadFromBitmap(BMP bitmap) {
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loadet = false;
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unsigned error =
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C3DTexToC2DImage(&this->img, bitmap.bmp_info_header.width,
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bitmap.bmp_info_header.height, bitmap.data.data());
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if (error == 0) {
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this->loadet = true;
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}
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if (error) {
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std::cout << "BMP decoding error " << error << std::endl;
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RenderD7::PushMessage(
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RenderD7::Message("Bmp - Error", "Code: " + std::to_string(error)));
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}
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}
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namespace RenderD7 {
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void Image::LoadJpg(std::string path) {
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if (usedbgmsg) {
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// RenderD7::Msg::Display("RenderD7", "Loading Png:" + path, Top);
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}
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if (loadet) {
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C3D_TexDelete(this->img.tex);
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loadet = false;
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}
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IMG_LoadImageFile(&this->img, path.c_str());
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loadet = true;
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}
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void Image::LoadPixels(int w, int h, int bpp, void *buffer) {
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if (loadet) {
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C3D_TexDelete(this->img.tex);
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loadet = false;
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}
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unsigned width, height;
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width = w;
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height = h;
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uint8_t *ImageBuffer = new uint8_t[w * h * 4];
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if (bpp == 3)
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convert24to32((uint8_t *)buffer, width, height, ImageBuffer);
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img.tex = new C3D_Tex;
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img.subtex =
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new Tex3DS_SubTexture({(u16)width, (u16)height, 0.0f, 1.0f,
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width / 512.0f, 1.0f - (height / 512.0f)});
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C3D_TexInit(img.tex, 512, 512, GPU_RGBA8);
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C3D_TexSetFilter(img.tex, GPU_LINEAR, GPU_LINEAR);
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img.tex->border = 0xFFFFFFFF;
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C3D_TexSetWrap(img.tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
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for (u32 x = 0; x < width && x < 512; x++) {
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for (u32 y = 0; y < height && y < 512; y++) {
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const u32 dstPos = ((((y >> 3) * (512 >> 3) + (x >> 3)) << 6) +
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((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) |
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((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) *
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4;
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const u32 srcPos = (y * width + x) * 4;
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((uint8_t *)img.tex->data)[dstPos + 0] = ImageBuffer[srcPos + 3];
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((uint8_t *)img.tex->data)[dstPos + 1] = ImageBuffer[srcPos + 2];
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((uint8_t *)img.tex->data)[dstPos + 2] = ImageBuffer[srcPos + 1];
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((uint8_t *)img.tex->data)[dstPos + 3] = ImageBuffer[srcPos + 0];
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}
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}
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delete[] ImageBuffer;
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loadet = true;
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}
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} // namespace RenderD7
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