// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "HiresTextures.h" #include #include #include #include #include "CommonPaths.h" #include "FileUtil.h" #include "FileSearch.h" #include "StringUtil.h" namespace HiresTextures { std::map 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 (u32 j = 0; j < FST_Temp.children.size(); j++) { if (FST_Temp.children.at(j).isDirectory) { bool duplicate = false; for (u32 k = 0; k < Directories.size(); k++) { if (strcmp(Directories[k].c_str(), FST_Temp.children.at(j).physicalName.c_str()) == 0) { duplicate = true; break; } } if (!duplicate) Directories.push_back(FST_Temp.children.at(j).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 (u32 i = 0; i < rFilenames.size(); i++) { std::string FileName; SplitPath(rFilenames[i], NULL, &FileName, NULL); if (FileName.substr(0, strlen(code)).compare(code) == 0 && textureMap.find(FileName) == textureMap.end()) textureMap.insert(std::map::value_type(FileName, rFilenames[i])); } } } 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 == NULL) { 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; } }