#include #include #include #include "sf2d.h" #ifndef M_PI #define M_PI (3.14159265358979323846) #endif #define TEX_MIN_SIZE 32 //Grabbed from: http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2 unsigned int next_pow2(unsigned int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v >= TEX_MIN_SIZE ? v : TEX_MIN_SIZE; } sf2d_texture *sf2d_create_texture(int width, int height, sf2d_texfmt pixel_format, sf2d_place place) { sf2d_texture *texture = calloc(1, sizeof(*texture)); if (!texture) return NULL; bool success = false; texture->width = width; texture->height = height; if (place == SF2D_PLACE_RAM) { success = C3D_TexInit(&texture->tex, next_pow2(width), next_pow2(height), pixel_format); } else if (place == SF2D_PLACE_VRAM) { success = C3D_TexInitVRAM(&texture->tex, next_pow2(width), next_pow2(height), pixel_format); } if (!success) { free(texture); return NULL; } C3D_TexSetWrap(&texture->tex, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER); return texture; } sf2d_rendertarget *sf2d_create_rendertarget(int width, int height) { sf2d_rendertarget *rt = calloc(1, sizeof(*rt)); if (!rt) return NULL; rt->target = C3D_RenderTargetCreate(height, width, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); if (!rt->target) { free(rt); return NULL; } Mtx_OrthoTilt(&rt->projection, 0.0f, width, height, 0.0f, 0.0f, 1.0f, true); return rt; } void sf2d_free_texture(sf2d_texture *texture) { if (texture) { C3D_TexDelete(&texture->tex); free(texture); } } void sf2d_free_target(sf2d_rendertarget *target) { C3D_RenderTargetDelete(target->target); free(target); } void sf2d_clear_target(sf2d_rendertarget *target, u32 color) { color = ((color>>24)&0x000000FF) | ((color>>8)&0x0000FF00) | ((color<<8)&0x00FF0000) | ((color<<24)&0xFF000000); // reverse byte order C3D_RenderTargetSetClear(target->target, C3D_CLEAR_ALL, color, 0); } void sf2d_texture_tile32_hardware(sf2d_texture *texture, const void *data, int w, int h) { if (texture->tiled) return; const u32 flags = (GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)); GSPGPU_FlushDataCache(data, (w*h)<<2); GSPGPU_FlushDataCache(texture->tex.data, texture->tex.size); C3D_SafeDisplayTransfer( (u32*)data, GX_BUFFER_DIM(w, h), (u32*)texture->tex.data, GX_BUFFER_DIM(texture->tex.width, texture->tex.height), flags ); gspWaitForPPF(); texture->tiled = 1; } void sf2d_fill_texture_from_RGBA8(sf2d_texture *dst, const void *rgba8, int source_w, int source_h) { // TODO: add support for non-RGBA8 textures u8 *tmp = linearAlloc((dst->tex.width * dst->tex.height)<<2); int i, j; for (i = 0; i < source_h; i++) { for (j = 0; j < source_w; j++) { ((u32 *)tmp)[i*dst->tex.width + j] = __builtin_bswap32(((u32 *)rgba8)[i*source_w + j]); } } sf2d_texture_tile32_hardware(dst, tmp, dst->tex.width, dst->tex.height); linearFree(tmp); } sf2d_texture *sf2d_create_texture_mem_RGBA8(const void *src_buffer, int src_w, int src_h, sf2d_texfmt pixel_format, sf2d_place place) { sf2d_texture *tex = sf2d_create_texture(src_w, src_h, pixel_format, place); if (tex == NULL) return NULL; sf2d_fill_texture_from_RGBA8(tex, src_buffer, src_w, src_h); return tex; } static inline int sf2d_get_texunit(GPU_TEXUNIT unit) { switch (unit) { case GPU_TEXUNIT0: return 0; case GPU_TEXUNIT1: return 1; case GPU_TEXUNIT2: return 2; default: return -1; } } void sf2d_bind_texture(const sf2d_texture *texture, GPU_TEXUNIT unit) { C3D_TexBind(sf2d_get_texunit(unit), (C3D_Tex*)&texture->tex); C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); } void sf2d_bind_texture_color(const sf2d_texture *texture, GPU_TEXUNIT unit, u32 color) { C3D_TexBind(sf2d_get_texunit(unit), (C3D_Tex*)&texture->tex); C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_CONSTANT, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE); C3D_TexEnvColor(env, color); } void sf2d_texture_set_params(sf2d_texture *texture, u32 params) { texture->tex.param = params; } int sf2d_texture_get_params(const sf2d_texture *texture) { return texture->tex.param; } static inline void sf2d_draw_texture_generic(const sf2d_texture *texture, int x, int y) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; int w = texture->width; int h = texture->height; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+w, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+h, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+w, (float)y+h, SF2D_DEFAULT_DEPTH}; float u = texture->width/(float)texture->tex.width; float v = texture->height/(float)texture->tex.height; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } void sf2d_draw_texture(const sf2d_texture *texture, int x, int y) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_texture_generic(texture, x, y); } void sf2d_draw_texture_blend(const sf2d_texture *texture, int x, int y, u32 color) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_texture_generic(texture, x, y); } static inline void sf2d_draw_texture_rotate_hotspot_generic(const sf2d_texture *texture, int x, int y, float rad, float center_x, float center_y) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; const float w = texture->width; const float h = texture->height; vertices[0].position.x = -center_x; vertices[0].position.y = -center_y; vertices[0].position.z = SF2D_DEFAULT_DEPTH; vertices[1].position.x = w - center_x; vertices[1].position.y = -center_y; vertices[1].position.z = SF2D_DEFAULT_DEPTH; vertices[2].position.x = -center_x; vertices[2].position.y = h - center_y; vertices[2].position.z = SF2D_DEFAULT_DEPTH; vertices[3].position.x = w - center_x; vertices[3].position.y = h - center_y; vertices[3].position.z = SF2D_DEFAULT_DEPTH; float u = w/(float)texture->tex.width; float v = h/(float)texture->tex.height; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; const float c = cosf(rad); const float s = sinf(rad); int i; for (i = 0; i < 4; ++i) { // Rotate and translate float _x = vertices[i].position.x; float _y = vertices[i].position.y; vertices[i].position.x = _x*c - _y*s + x; vertices[i].position.y = _x*s + _y*c + y; } C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } void sf2d_draw_texture_rotate_hotspot(const sf2d_texture *texture, int x, int y, float rad, float center_x, float center_y) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_texture_rotate_hotspot_generic(texture, x, y, rad, center_x, center_y); } void sf2d_draw_texture_rotate_hotspot_blend(const sf2d_texture *texture, int x, int y, float rad, float center_x, float center_y, u32 color) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_texture_rotate_hotspot_generic(texture, x, y, rad, center_x, center_y); } void sf2d_draw_texture_rotate(const sf2d_texture *texture, int x, int y, float rad) { sf2d_draw_texture_rotate_hotspot(texture, x, y, rad, texture->width/2.0f, texture->height/2.0f); } void sf2d_draw_texture_rotate_blend(const sf2d_texture *texture, int x, int y, float rad, u32 color) { sf2d_draw_texture_rotate_hotspot_blend(texture, x, y, rad, texture->width/2.0f, texture->height/2.0f, color); } 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) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; const float w = texture->width; const float h = texture->height; vertices[0].position.x = -center_x * scale_x; vertices[0].position.y = -center_y * scale_y; vertices[0].position.z = SF2D_DEFAULT_DEPTH; vertices[1].position.x = (w - center_x) * scale_x; vertices[1].position.y = -center_y * scale_y; vertices[1].position.z = SF2D_DEFAULT_DEPTH; vertices[2].position.x = -center_x * scale_x; vertices[2].position.y = (h - center_y) * scale_y; vertices[2].position.z = SF2D_DEFAULT_DEPTH; vertices[3].position.x = (w - center_x) * scale_x; vertices[3].position.y = h - center_y * scale_y; vertices[3].position.z = SF2D_DEFAULT_DEPTH; float u = w/(float)texture->tex.width; float v = h/(float)texture->tex.height; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; const float c = cosf(rad); const float s = sinf(rad); int i; for (i = 0; i < 4; ++i) { // Rotate and translate float _x = vertices[i].position.x; float _y = vertices[i].position.y; vertices[i].position.x = _x*c - _y*s + x; vertices[i].position.y = _x*s + _y*c + y; } C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } 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) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_texture_rotate_scale_hotspot_generic(texture, x, y, rad, scale_x, scale_y, center_x, center_y); } 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) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_texture_rotate_scale_hotspot_generic(texture, x, y, rad, scale_x, scale_y, center_x, center_y); } 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) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+tex_w, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+tex_h, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+tex_w, (float)y+tex_h, SF2D_DEFAULT_DEPTH}; float u0 = tex_x/(float)texture->tex.width; float v0 = tex_y/(float)texture->tex.height; float u1 = (tex_x+tex_w)/(float)texture->tex.width; float v1 = (tex_y+tex_h)/(float)texture->tex.height; vertices[0].texcoord = (sf2d_vector_2f){u0, v0}; vertices[1].texcoord = (sf2d_vector_2f){u1, v0}; vertices[2].texcoord = (sf2d_vector_2f){u0, v1}; vertices[3].texcoord = (sf2d_vector_2f){u1, v1}; C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } void sf2d_draw_texture_part(const sf2d_texture *texture, int x, int y, int tex_x, int tex_y, int tex_w, int tex_h) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_texture_part_generic(texture, x, y, tex_x, tex_y, tex_w, tex_h); } void sf2d_draw_texture_part_blend(const sf2d_texture *texture, int x, int y, int tex_x, int tex_y, int tex_w, int tex_h, u32 color) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_texture_part_generic(texture, x, y, tex_x, tex_y, tex_w, tex_h); } static inline void sf2d_draw_texture_scale_generic(const sf2d_texture *texture, int x, int y, float x_scale, float y_scale) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; int ws = texture->width * x_scale; int hs = texture->height * y_scale; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+ws, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+hs, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+ws, (float)y+hs, SF2D_DEFAULT_DEPTH}; float u = texture->width/(float)texture->tex.width; float v = texture->height/(float)texture->tex.height; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } void sf2d_draw_texture_scale(const sf2d_texture *texture, int x, int y, float x_scale, float y_scale) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_texture_scale_generic(texture, x, y, x_scale, y_scale); } void sf2d_draw_texture_scale_blend(const sf2d_texture *texture, int x, int y, float x_scale, float y_scale, u32 color) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_texture_scale_generic(texture, x, y, x_scale, y_scale); } static inline void sf2d_draw_texture_part_scale_generic(const sf2d_texture *texture, float x, float y, float tex_x, float tex_y, float tex_w, float tex_h, float x_scale, float y_scale) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; float u0 = tex_x/(float)texture->tex.width; float v0 = tex_y/(float)texture->tex.height; float u1 = (tex_x+tex_w)/(float)texture->tex.width; float v1 = (tex_y+tex_h)/(float)texture->tex.height; vertices[0].texcoord = (sf2d_vector_2f){u0, v0}; vertices[1].texcoord = (sf2d_vector_2f){u1, v0}; vertices[2].texcoord = (sf2d_vector_2f){u0, v1}; vertices[3].texcoord = (sf2d_vector_2f){u1, v1}; tex_w *= x_scale; tex_h *= y_scale; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float)x+tex_w, (float)y, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+tex_h, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float)x+tex_w, (float)y+tex_h, SF2D_DEFAULT_DEPTH}; C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } void sf2d_draw_texture_part_scale(const sf2d_texture *texture, float x, float y, float tex_x, float tex_y, float tex_w, float tex_h, float x_scale, float y_scale) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_texture_part_scale_generic(texture, x, y, tex_x, tex_y, tex_w, tex_h, x_scale, y_scale); } void sf2d_draw_texture_part_scale_blend(const sf2d_texture *texture, float x, float y, float tex_x, float tex_y, float tex_w, float tex_h, float x_scale, float y_scale, u32 color) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_texture_part_scale_generic(texture, x, y, tex_x, tex_y, tex_w, tex_h, x_scale, y_scale); } static inline void sf2d_draw_texture_part_rotate_scale_generic(const sf2d_texture *texture, int x, int y, float rad, int tex_x, int tex_y, int tex_w, int tex_h, float x_scale, float y_scale) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; int w2 = (tex_w * x_scale)/2.0f; int h2 = (tex_h * y_scale)/2.0f; vertices[0].position = (sf2d_vector_3f){(float)-w2, (float)-h2, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){(float) w2, (float)-h2, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){(float)-w2, (float) h2, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){(float) w2, (float) h2, SF2D_DEFAULT_DEPTH}; float u0 = tex_x/(float)texture->tex.width; float v0 = tex_y/(float)texture->tex.height; float u1 = (tex_x+tex_w)/(float)texture->tex.width; float v1 = (tex_y+tex_h)/(float)texture->tex.height; vertices[0].texcoord = (sf2d_vector_2f){u0, v0}; vertices[1].texcoord = (sf2d_vector_2f){u1, v0}; vertices[2].texcoord = (sf2d_vector_2f){u0, v1}; vertices[3].texcoord = (sf2d_vector_2f){u1, v1}; const float c = cosf(rad); const float s = sinf(rad); int i; for (i = 0; i < 4; ++i) { // Rotate and translate float _x = vertices[i].position.x; float _y = vertices[i].position.y; vertices[i].position.x = _x*c - _y*s + x; vertices[i].position.y = _x*s + _y*c + y; } C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } void sf2d_draw_texture_part_rotate_scale(const sf2d_texture *texture, int x, int y, float rad, int tex_x, int tex_y, int tex_w, int tex_h, float x_scale, float y_scale) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_texture_part_rotate_scale_generic(texture, x, y, rad, tex_x, tex_y, tex_w, tex_h, x_scale, y_scale); } void sf2d_draw_texture_part_rotate_scale_blend(const sf2d_texture *texture, int x, int y, float rad, int tex_x, int tex_y, int tex_w, int tex_h, float x_scale, float y_scale, u32 color) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_texture_part_rotate_scale_generic(texture, x, y, rad, tex_x, tex_y, tex_w, tex_h, x_scale, y_scale); } static inline void sf2d_draw_texture_depth_generic(const sf2d_texture *texture, int x, int y, signed short z) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; int w = texture->width; int h = texture->height; float depth = z/32768.0f + 0.5f; vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, depth}; vertices[1].position = (sf2d_vector_3f){(float)x+w, (float)y, depth}; vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+h, depth}; vertices[3].position = (sf2d_vector_3f){(float)x+w, (float)y+h, depth}; float u = texture->width/(float)texture->tex.width; float v = texture->height/(float)texture->tex.height; vertices[0].texcoord = (sf2d_vector_2f){0.0f, 0.0f}; vertices[1].texcoord = (sf2d_vector_2f){u, 0.0f}; vertices[2].texcoord = (sf2d_vector_2f){0.0f, v}; vertices[3].texcoord = (sf2d_vector_2f){u, v}; C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } void sf2d_draw_texture_depth(const sf2d_texture *texture, int x, int y, signed short z) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_texture_depth_generic(texture, x, y, z); } void sf2d_draw_texture_depth_blend(const sf2d_texture *texture, int x, int y, signed short z, u32 color) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_texture_depth_generic(texture, x, y, z); } void sf2d_draw_quad_uv_current(float left, float top, float right, float bottom, float u0, float v0, float u1, float v1) { sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8); if (!vertices) return; vertices[0].position = (sf2d_vector_3f){left, top, SF2D_DEFAULT_DEPTH}; vertices[1].position = (sf2d_vector_3f){right, top, SF2D_DEFAULT_DEPTH}; vertices[2].position = (sf2d_vector_3f){left, bottom, SF2D_DEFAULT_DEPTH}; vertices[3].position = (sf2d_vector_3f){right, bottom, SF2D_DEFAULT_DEPTH}; vertices[0].texcoord = (sf2d_vector_2f){u0, v0}; vertices[1].texcoord = (sf2d_vector_2f){u1, v0}; vertices[2].texcoord = (sf2d_vector_2f){u0, v1}; vertices[3].texcoord = (sf2d_vector_2f){u1, v1}; C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_BufInfo* bufInfo = C3D_GetBufInfo(); BufInfo_Init(bufInfo); BufInfo_Add(bufInfo, vertices, sizeof(sf2d_vertex_pos_tex), 2, 0x10); C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4); } void sf2d_draw_quad_uv(const sf2d_texture *texture, float left, float top, float right, float bottom, float u0, float v0, float u1, float v1) { sf2d_bind_texture(texture, GPU_TEXUNIT0); sf2d_draw_quad_uv_current(left, top, right, bottom, u0, v0, u1, v1); } void sf2d_draw_quad_uv_blend(const sf2d_texture *texture, float left, float top, float right, float bottom, float u0, float v0, float u1, float v1, u32 color) { sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color); sf2d_draw_quad_uv_current(left, top, right, bottom, u0, v0, u1, v1); } // Grabbed from Citra Emulator (citra/src/video_core/utils.h) static inline u32 morton_interleave(u32 x, u32 y) { u32 i = (x & 7) | ((y & 7) << 8); // ---- -210 i = (i ^ (i << 2)) & 0x1313; // ---2 --10 i = (i ^ (i << 1)) & 0x1515; // ---2 -1-0 i = (i | (i >> 7)) & 0x3F; return i; } //Grabbed from Citra Emulator (citra/src/video_core/utils.h) static inline u32 get_morton_offset(u32 x, u32 y, u32 bytes_per_pixel) { u32 i = morton_interleave(x, y); unsigned int offset = (x & ~7) * 8; return (i + offset) * bytes_per_pixel; } void sf2d_set_pixel(sf2d_texture *texture, int x, int y, u32 new_color) { y = (texture->tex.height - 1 - y); if (texture->tiled) { u32 coarse_y = y & ~7; u32 offset = get_morton_offset(x, y, 4) + coarse_y * texture->tex.width * 4; *(u32 *)(texture->tex.data + offset) = new_color; } else { ((u32 *)texture->tex.data)[x + y * texture->tex.width] = new_color; } } u32 sf2d_get_pixel(sf2d_texture *texture, int x, int y) { y = (texture->tex.height - 1 - y); if (texture->tiled) { u32 coarse_y = y & ~7; u32 offset = get_morton_offset(x, y, 4) + coarse_y * texture->tex.width * 4; return *(u32 *)(texture->tex.data + offset); } else { return ((u32 *)texture->tex.data)[x + y * texture->tex.width]; } } void sf2d_texture_tile32(sf2d_texture *texture) { if (texture->tiled) return; // TODO: add support for non-RGBA8 textures u8 *tmp = linearAlloc(texture->tex.width * texture->tex.height * 4); int i, j; for (j = 0; j < texture->tex.height; j++) { for (i = 0; i < texture->tex.width; i++) { u32 coarse_y = j & ~7; u32 dst_offset = get_morton_offset(i, j, 4) + coarse_y * texture->tex.width * 4; u32 v = ((u32 *)texture->tex.data)[i + (texture->tex.height - 1 - j)*texture->tex.width]; *(u32 *)(tmp + dst_offset) = __builtin_bswap32(v); /* RGBA8 -> ABGR8 */ } } memcpy(texture->tex.data, tmp, texture->tex.width*texture->tex.height*4); linearFree(tmp); texture->tiled = 1; }