minecraft-pi-reborn/mods/src/skin/loader.cpp

163 lines
4.7 KiB
C++

#include <pthread.h>
#include <vector>
#include <libreborn/libreborn.h>
#include <symbols/minecraft.h>
#include <png.h>
#include <GLES/gl.h>
#include <mods/misc/misc.h>
#include <mods/textures/textures.h>
#include "skin-internal.h"
// Constants
#define SKIN_WIDTH 64
#define SKIN_HEIGHT 32
// Loading Pending Skins
struct pending_skin {
int32_t texture_id;
char *data;
};
static std::vector<pending_skin> &get_pending_skins() {
static std::vector<pending_skin> pending_skins;
return pending_skins;
}
static pthread_mutex_t pending_skins_lock = PTHREAD_MUTEX_INITIALIZER;
static void read_from_png(png_structp pngPtr, png_bytep data, png_size_t length) {
char **src = (char **) png_get_io_ptr(pngPtr);
memcpy(data, *src, length);
*src += length;
}
static void load_pending_skins(__attribute__((unused)) unsigned char *minecraft) {
// Lock
pthread_mutex_lock(&pending_skins_lock);
// Loop
for (pending_skin &skin : get_pending_skins()) {
// Init LibPNG
png_structp pngPtr = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL);
if (!pngPtr) {
continue;
}
png_infop infoPtr = png_create_info_struct(pngPtr);
if (!infoPtr) {
png_destroy_read_struct(&pngPtr, NULL, NULL);
continue;
}
// Read PNG Info
char *cursor = skin.data;
png_set_read_fn(pngPtr, (png_voidp) &cursor, read_from_png);
png_read_info(pngPtr, infoPtr);
int width = png_get_image_width(pngPtr, infoPtr);
int height = png_get_image_height(pngPtr, infoPtr);
if (png_get_color_type(pngPtr, infoPtr) != PNG_COLOR_TYPE_RGBA) {
continue;
}
if (width != SKIN_WIDTH || height != SKIN_HEIGHT) {
continue;
}
int pixelSize = 4;
// Read Image
png_bytep *rowPtrs = new png_bytep[height];
unsigned char *data = new unsigned char[pixelSize * width * height];
int rowStrideBytes = pixelSize * width;
for (int i = 0; i < height; i++) {
rowPtrs[i] = (png_bytep) &data[i * rowStrideBytes];
}
png_read_image(pngPtr, rowPtrs);
// Load Texture
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glBindTexture(GL_TEXTURE_2D, skin.texture_id);
glTexSubImage2D_with_scaling(GL_TEXTURE_2D, 0, 0, 0, width, height, SKIN_WIDTH, SKIN_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, data);
glBindTexture(GL_TEXTURE_2D, last_texture);
// Free
delete[] data;
png_destroy_read_struct(&pngPtr, &infoPtr, (png_infopp) 0);
delete[] rowPtrs;
}
// Free
for (pending_skin &skin : get_pending_skins()) {
free(skin.data);
}
// Clear
get_pending_skins().clear();
// Unlock
pthread_mutex_unlock(&pending_skins_lock);
}
// Skin Loader
struct loader_data {
int32_t texture_id;
std::string name;
};
static void *loader_thread(void *user_data) {
// Loader Data
loader_data *data = (loader_data *) user_data;
// Download
std::string url = std::string(MCPI_SKIN_SERVER) + '/' + data->name + ".png";
int return_code;
const char *command[] = {"wget", "-O", "-", url.c_str(), NULL};
char *output = run_command(command, &return_code);
// Check Success
if (output != NULL && is_exit_status_success(return_code)) {
// Success
DEBUG("Downloaded Skin: %s", data->name.c_str());
// Add To Pending Skins
pending_skin skin;
skin.texture_id = data->texture_id;
skin.data = output;
pthread_mutex_lock(&pending_skins_lock);
get_pending_skins().push_back(skin);
pthread_mutex_unlock(&pending_skins_lock);
} else {
// Failure
WARN("Failed To Download Skin: %s", data->name.c_str());
free(output);
}
// Free
delete data;
return NULL;
}
// Intercept Texture Creation
static int32_t Textures_assignTexture_injection(unsigned char *textures, std::string const& name, unsigned char *data) {
// Call Original Method
int32_t id = (*Textures_assignTexture)(textures, name, data);
// Load Skin
if (starts_with(name.c_str(), "$")) {
loader_data *user_data = new loader_data;
user_data->name = name.substr(1);
DEBUG("Loading Skin: %s", user_data->name.c_str());
user_data->texture_id = id;
// Start Thread
pthread_t thread;
pthread_create(&thread, NULL, loader_thread, (void *) user_data);
}
// Return
return id;
}
// Init
void _init_skin_loader() {
// Intercept Texture Creation
overwrite_calls((void *) Textures_assignTexture, (void *) Textures_assignTexture_injection);
// Pending Skins
misc_run_on_tick(load_pending_skins);
}