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ctruLua/libs/sf2dlib/libsf2d/source/sf2d_draw.c
Firew0lf b4d025d602 Updated the sf2dlib and sftdlib; Added the gfx.color.hex() function; Added the New3DS CPU mode control.
As the color order of the sf2dlib changed, you have to change it in your code, or use the color.hex() function.
To fix the problems, just change "0xRRGGBBAA" to "0xAABBGGRR".
Also, the shader compiler changed to Picasso, so you'll need it in order to compile.
https://github.com/fincs/picasso
2015-12-09 23:14:23 +01:00

191 lines
6 KiB
C

#include "sf2d.h"
#include "sf2d_private.h"
#include <math.h>
void sf2d_draw_line(int x0, int y0, int x1, int y1, 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)x0+1.0f, (float)y0+1.0f, SF2D_DEFAULT_DEPTH};
vertices[1].position = (sf2d_vector_3f){(float)x0-1.0f, (float)y0-1.0f, SF2D_DEFAULT_DEPTH};
vertices[2].position = (sf2d_vector_3f){(float)x1+1.0f, (float)y1+1.0f, SF2D_DEFAULT_DEPTH};
vertices[3].position = (sf2d_vector_3f){(float)x1-1.0f, (float)y1-1.0f, 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;
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((u32)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
);
GPU_DrawArray(GPU_TRIANGLE_STRIP, 0, 4);
}
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;
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((u32)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
);
GPU_DrawArray(GPU_TRIANGLE_STRIP, 0, 4);
}
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};
}
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((u32)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
);
GPU_DrawArray(GPU_TRIANGLE_STRIP, 0, 4);
}
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;
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((u32)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
);
GPU_DrawArray(GPU_TRIANGLE_FAN, 0, num_segments + 2);
}