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ctruLua/libs/sf2dlib/libsf2d/source/sf2d_draw.c
Reuh b47971bfca Added rectangle gradients, triangles, updated sf2dlib
Gradients are done with additional parameters to gfx.rectangle, so old code that gave the function too many parameters and expected them to be ignored may break.
2016-06-27 15:29:55 +02:00

231 lines
7.3 KiB
C

#include "sf2d.h"
#include "sf2d_private.h"
#include <math.h>
#ifndef M_PI
#define M_PI (3.14159265358979323846)
#endif
void sf2d_setup_env_internal(const sf2d_vertex_pos_col* vertices) {
GPU_SetTexEnv(
0,
GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
GPU_TEVSOURCES(GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR),
GPU_TEVOPERANDS(0, 0, 0),
GPU_TEVOPERANDS(0, 0, 0),
GPU_REPLACE, GPU_REPLACE,
0xFFFFFFFF
);
GPU_SetAttributeBuffers(
2, // number of attributes
(u32*)osConvertVirtToPhys(vertices),
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 4, GPU_UNSIGNED_BYTE),
0xFFFC, //0b1100
0x10,
1, //number of buffers
(u32[]){0x0}, // buffer offsets (placeholders)
(u64[]){0x10}, // attribute permutations for each buffer
(u8[]){2} // number of attributes for each buffer
);
}
void sf2d_draw_line(float x0, float y0, float x1, float y1, float width, u32 color)
{
sf2d_vertex_pos_col *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_col), 8);
if (!vertices) return;
float dx = x1 - x0;
float dy = y1 - y0;
float nx = -dy;
float ny = dx;
float len = sqrt(nx * nx + ny * ny);
if (len > 0 ){
nx /= len;
ny /= len;
}
nx *= width*0.5f;
ny *= width*0.5f;
vertices[0].position = (sf2d_vector_3f){x0+nx, y0+ny, SF2D_DEFAULT_DEPTH};
vertices[1].position = (sf2d_vector_3f){x0-nx, y0-ny, SF2D_DEFAULT_DEPTH};
vertices[2].position = (sf2d_vector_3f){x1+nx, y1+ny, SF2D_DEFAULT_DEPTH};
vertices[3].position = (sf2d_vector_3f){x1-nx, y1-ny, SF2D_DEFAULT_DEPTH};
vertices[0].color = color;
vertices[1].color = vertices[0].color;
vertices[2].color = vertices[0].color;
vertices[3].color = vertices[0].color;
sf2d_setup_env_internal(vertices);
GPU_DrawArray(GPU_TRIANGLE_STRIP, 0, 4);
}
void sf2d_draw_rectangle_internal(const sf2d_vertex_pos_col *vertices)
{
sf2d_setup_env_internal(vertices);
GPU_DrawArray(GPU_TRIANGLE_STRIP, 0, 4);
}
void sf2d_draw_triangle_internal(const sf2d_vertex_pos_col *vertices)
{
sf2d_setup_env_internal(vertices);
GPU_DrawArray(GPU_TRIANGLES, 0, 3);
}
void sf2d_draw_rectangle(int x, int y, int w, int h, u32 color)
{
sf2d_vertex_pos_col *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_col), 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+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};
vertices[0].color = color;
vertices[1].color = vertices[0].color;
vertices[2].color = vertices[0].color;
vertices[3].color = vertices[0].color;
sf2d_draw_rectangle_internal(vertices);
}
void sf2d_draw_triangle(float x1, float y1, float x2, float y2, float x3, float y3, u32 color)
{
sf2d_vertex_pos_col *vertices = sf2d_pool_memalign(3 * sizeof(sf2d_vertex_pos_col), 8);
if (!vertices) return;
vertices[0].position = (sf2d_vector_3f){(float)x1, (float)y1, SF2D_DEFAULT_DEPTH};
vertices[1].position = (sf2d_vector_3f){(float)x2, (float)y2, SF2D_DEFAULT_DEPTH};
vertices[2].position = (sf2d_vector_3f){(float)x3, (float)y3, SF2D_DEFAULT_DEPTH};
vertices[0].color = color;
vertices[1].color = vertices[0].color;
vertices[2].color = vertices[0].color;
sf2d_draw_triangle_internal(vertices);
}
void sf2d_draw_rectangle_rotate(int x, int y, int w, int h, u32 color, float rad)
{
sf2d_vertex_pos_col *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_col), 8);
if (!vertices) return;
int w2 = w/2.0f;
int h2 = h/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};
vertices[0].color = color;
vertices[1].color = vertices[0].color;
vertices[2].color = vertices[0].color;
vertices[3].color = vertices[0].color;
float m[4*4];
matrix_set_z_rotation(m, rad);
sf2d_vector_3f rot[4];
int i;
for (i = 0; i < 4; i++) {
vector_mult_matrix4x4(m, &vertices[i].position, &rot[i]);
vertices[i].position = (sf2d_vector_3f){rot[i].x + x + w2, rot[i].y + y + h2, rot[i].z};
}
sf2d_draw_rectangle_internal(vertices);
}
void sf2d_draw_rectangle_gradient(int x, int y, int w, int h, u32 color1, u32 color2, sf2d_gradient_dir direction)
{
sf2d_vertex_pos_col *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_col), 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+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};
vertices[0].color = color1;
vertices[1].color = (direction == SF2D_LEFT_TO_RIGHT) ? color2 : color1;
vertices[2].color = (direction == SF2D_LEFT_TO_RIGHT) ? color1 : color2;
vertices[3].color = color2;
sf2d_draw_rectangle_internal(vertices);
}
void sf2d_draw_rectangle_gradient_rotate(int x, int y, int w, int h, u32 color1, u32 color2, sf2d_gradient_dir direction, float rad)
{
sf2d_vertex_pos_col *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_col), 8);
if (!vertices) return;
int w2 = w/2.0f;
int h2 = h/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};
vertices[0].color = color1;
vertices[1].color = (direction == SF2D_LEFT_TO_RIGHT) ? color2 : color1;
vertices[2].color = (direction == SF2D_LEFT_TO_RIGHT) ? color1 : color2;
vertices[3].color = color2;
float m[4*4];
matrix_set_z_rotation(m, rad);
sf2d_vector_3f rot[4];
int i;
for (i = 0; i < 4; i++) {
vector_mult_matrix4x4(m, &vertices[i].position, &rot[i]);
vertices[i].position = (sf2d_vector_3f){rot[i].x + x + w2, rot[i].y + y + h2, rot[i].z};
}
sf2d_draw_rectangle_internal(vertices);
}
void sf2d_draw_fill_circle(int x, int y, int radius, u32 color)
{
static const int num_segments = 100;
sf2d_vertex_pos_col *vertices = sf2d_pool_memalign((num_segments + 2) * sizeof(sf2d_vertex_pos_col), 8);
if (!vertices) return;
vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH};
vertices[0].color = color;
float theta = 2 * M_PI / (float)num_segments;
float c = cosf(theta);
float s = sinf(theta);
float t;
float xx = radius;
float yy = 0;
int i;
for (i = 1; i <= num_segments; i++) {
vertices[i].position = (sf2d_vector_3f){(float)(x + xx), (float)(y + yy), SF2D_DEFAULT_DEPTH};
vertices[i].color = vertices[0].color;
t = xx;
xx = c * xx - s * yy;
yy = s * t + c * yy;
}
vertices[num_segments + 1].position = vertices[1].position;
vertices[num_segments + 1].color = vertices[1].color;
sf2d_setup_env_internal(vertices);
GPU_DrawArray(GPU_TRIANGLE_FAN, 0, num_segments + 2);
}