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https://github.com/ctruLua/ctruLua.git
synced 2025-10-27 16:39:29 +00:00
Updated sf2dlib, added a "thickness" argument to lines (warning: break some old lines), Added WIP render targets, Added arguments (main file and root path)
You'll need to update some of your codes if you used lines with colors, or you'll have some ... Nice line effects.
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694159f444
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12 changed files with 477 additions and 41 deletions
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@ -4,6 +4,10 @@
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#include "sf2d.h"
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#include "sf2d_private.h"
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#ifndef M_PI
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#define M_PI (3.14159265358979323846)
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#endif
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#define TEX_MIN_SIZE 8
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static unsigned int nibbles_per_pixel(sf2d_texfmt format)
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@ -93,6 +97,22 @@ sf2d_texture *sf2d_create_texture(int width, int height, sf2d_texfmt pixel_forma
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return texture;
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}
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sf2d_rendertarget *sf2d_create_rendertarget(int width, int height)
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{
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sf2d_texture *tx = sf2d_create_texture(width, height, TEXFMT_RGBA8, SF2D_PLACE_RAM);
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sf2d_rendertarget *rt = malloc(sizeof(*rt));
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//memcpy(rt, tx, sizeof(*tx));
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rt->texture = *tx;
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free(tx);
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//tx = * rt->texture;
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//rt->projection
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matrix_init_orthographic(rt->projection, 0.0f, width, height, 0.0f, 0.0f, 1.0f);
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matrix_rotate_z(rt->projection, M_PI / 2.0f);
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return rt;
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}
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void sf2d_free_texture(sf2d_texture *texture)
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{
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if (texture) {
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@ -105,6 +125,27 @@ void sf2d_free_texture(sf2d_texture *texture)
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}
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}
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void sf2d_free_target(sf2d_rendertarget *target)
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{
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sf2d_free_texture(&(target->texture));
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//free(target); // unnecessary since the texture is the start of the target struct
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}
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void sf2d_clear_target(sf2d_rendertarget *target, u32 color) {
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if (color == 0) { // if fully transparent, take a shortcut
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memset(target->texture.data, 0, target->texture.width * target->texture.height * 4);
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sf2d_texture_tile32(&(target->texture));
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return;
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}
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color = ((color>>24)&0x000000FF) | ((color>>8)&0x0000FF00) | ((color<<8)&0x00FF0000) | ((color<<24)&0xFF000000); // reverse byte order
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int itarget = target->texture.width * target->texture.height;
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for (int i = 0; i < itarget; i++) { memcpy(target->texture.data + i*4, &color, 4); }
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sf2d_texture_tile32(&(target->texture));
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}
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void sf2d_fill_texture_from_RGBA8(sf2d_texture *dst, const void *rgba8, int source_w, int source_h)
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{
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// TODO: add support for non-RGBA8 textures
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@ -344,6 +385,75 @@ void sf2d_draw_texture_rotate_blend(const sf2d_texture *texture, int x, int y, f
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color);
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}
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static inline void sf2d_draw_texture_rotate_scale_hotspot_generic(const sf2d_texture *texture, int x, int y, float rad, float scale_x, float scale_y, float center_x, float center_y)
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{
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sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8);
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if (!vertices) return;
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const float w = texture->width;
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const float h = texture->height;
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vertices[0].position.x = -center_x * scale_x;
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vertices[0].position.y = -center_y * scale_y;
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vertices[0].position.z = SF2D_DEFAULT_DEPTH;
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vertices[1].position.x = (w - center_x) * scale_x;
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vertices[1].position.y = -center_y * scale_y;
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vertices[1].position.z = SF2D_DEFAULT_DEPTH;
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vertices[2].position.x = -center_x * scale_x;
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vertices[2].position.y = (h - center_y) * scale_y;
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vertices[2].position.z = SF2D_DEFAULT_DEPTH;
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vertices[3].position.x = (w - center_x) * scale_x;
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vertices[3].position.y = h - center_y * scale_y;
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vertices[3].position.z = SF2D_DEFAULT_DEPTH;
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float u = w/(float)texture->pow2_w;
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float v = h/(float)texture->pow2_h;
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vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f};
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vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f};
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vertices[2].texcoord = (sf2d_vector_2f){0.0f, v};
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vertices[3].texcoord = (sf2d_vector_2f){u, v};
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const float c = cosf(rad);
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const float s = sinf(rad);
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int i;
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for (i = 0; i < 4; ++i) { // Rotate and translate
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float _x = vertices[i].position.x;
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float _y = vertices[i].position.y;
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vertices[i].position.x = _x*c - _y*s + x;
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vertices[i].position.y = _x*s + _y*c + y;
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}
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GPU_SetAttributeBuffers(
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2, // number of attributes
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(u32*)osConvertVirtToPhys(vertices),
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GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
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0xFFFC, //0b1100
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0x10,
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1, //number of buffers
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(u32[]){0x0}, // buffer offsets (placeholders)
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(u64[]){0x10}, // attribute permutations for each buffer
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(u8[]){2} // number of attributes for each buffer
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);
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GPU_DrawArray(GPU_TRIANGLE_STRIP, 0, 4);
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}
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void sf2d_draw_texture_rotate_scale_hotspot(const sf2d_texture *texture, int x, int y, float rad, float scale_x, float scale_y, float center_x, float center_y)
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{
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sf2d_bind_texture(texture, GPU_TEXUNIT0);
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sf2d_draw_texture_rotate_scale_hotspot_generic(texture, x, y, rad, scale_x, scale_y, center_x, center_y);
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}
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void sf2d_draw_texture_rotate_scale_hotspot_blend(const sf2d_texture *texture, int x, int y, float rad, float scale_x, float scale_y, float center_x, float center_y, u32 color)
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{
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sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color);
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sf2d_draw_texture_rotate_scale_hotspot_generic(texture, x, y, rad, scale_x, scale_y, center_x, center_y);
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}
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static inline void sf2d_draw_texture_part_generic(const sf2d_texture *texture, int x, int y, int tex_x, int tex_y, int tex_w, int tex_h)
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{
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sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8);
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