1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
|
#include "texmapcolouriser.h"
dTexMapColouriser_c::dTexMapColouriser_c() {
texmap = 0;
original = 0;
mine = 0;
}
void *EGG__Heap__alloc(unsigned long size, int unk, void *heap);
void EGG__Heap__free(void *ptr, void *heap);
dTexMapColouriser_c::~dTexMapColouriser_c() {
resetAndClear();
}
void dTexMapColouriser_c::resetAndClear() {
texmap = 0;
if (mine) {
EGG__Heap__free(mine, 0);
mine = 0;
}
}
void dTexMapColouriser_c::setTexMap(nw4r::lyt::TexMap *tm) {
OSReport("Colourising TexMap: %p (w:%d h:%d)\n", tm, tm->width, tm->height);
if (texmap)
resetAndClear();
if (tm->mBits.textureFormat != GX_TF_IA8) {
OSReport("Warning: Trying to colourise image whose format is %d not GX_TF_IA8\n", tm->mBits.textureFormat);
}
texmap = tm;
original = (u16*)tm->image;
mine = (u16*)EGG__Heap__alloc(tm->width * tm->height * 4, 0x20, mHeap::gameHeaps[2]);
tm->image = mine;
tm->mBits.textureFormat = GX_TF_RGBA8;
}
void dTexMapColouriser_c::applyAlso(nw4r::lyt::TexMap *tm) {
if (!texmap) {
setTexMap(tm);
} else {
tm->image = mine;
tm->mBits.textureFormat = GX_TF_RGBA8;
}
}
inline static float hslValue(float n1, float n2, float hue) {
if (hue > 6.0f)
hue -= 6.0f;
else if (hue < 0.0f)
hue += 6.0f;
if (hue < 1.0f)
return n1 + (n2 - n1) * hue;
else if (hue < 3.0f)
return n2;
else if (hue < 4.0f)
return n1 + (n2 - n1) * (4.0f - hue);
else
return n1;
}
void dTexMapColouriser_c::colourise(int h, int s, int l) {
if (!mine)
return;
int width = texmap->width, height = texmap->height;
int texelW = width / 4, texelH = height / 4;
u16 *source = original, *dest = mine;
float hueParam = h / 360.0f;
float satParam = s / 100.0f;
float lumParam = l / 100.0f;
for (int texelY = 0; texelY < texelH; texelY++) {
for (int texelX = 0; texelX < texelW; texelX++) {
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
u8 intensity = *source & 0xFF;
u8 alpha = *source >> 8;
u8 r, g, b;
// This is a hack
if (alpha < 250) {
r = g = b = intensity;
} else {
// converting from GIMP's colourise code...
// h and s are always the same
// l is the only thing we need to touch:
// we get the luminance from the source pixel
// (which, conveniently, is the intensity)
// manipulate it using the passed l and then
// convert the whole thing to RGB
float lum = intensity / 255.0f;
// manipulate it
if (l > 0) {
lum = lum * (1.0f - lumParam);
lum += (1.0f - (1.0f - lumParam));
} else if (l < 0) {
lum = lum * (lumParam + 1.0f);
}
// make it RGB
if (s == 0) {
r = g = b = lum*255.0f;
} else {
float m1, m2;
if (lum <= 0.5f)
m2 = lum * (1.0f + satParam);
else
m2 = lum + satParam - lum * satParam;
m1 = 2.0f * lum - m2;
r = hslValue(m1, m2, hueParam * 6.0f + 2.0) * 255.0f;
g = hslValue(m1, m2, hueParam * 6.0f) * 255.0f;
b = hslValue(m1, m2, hueParam * 6.0f - 2.0) * 255.0f;
}
}
// now write it
dest[0] = (alpha<<8)|r;
dest[16] = (g<<8)|b;
source++;
dest++;
}
}
dest += 16;
}
}
}
|