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-rw-r--r--src/texmapcolouriser.cpp142
1 files changed, 142 insertions, 0 deletions
diff --git a/src/texmapcolouriser.cpp b/src/texmapcolouriser.cpp
new file mode 100644
index 0000000..1aa2d7c
--- /dev/null
+++ b/src/texmapcolouriser.cpp
@@ -0,0 +1,142 @@
+#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;
+ }
+ }
+}
+
+