mirror of
https://github.com/ctruLua/ctruLua.git
synced 2025-10-27 16:39:29 +00:00
Did related changes to sprite.lua and cleaned stuff. I had to add a function to sf2dlib to make this work, so a make build-sf2dlib is required. Also, we should probably send this change to the original sf2dlib repository...
816 lines
27 KiB
C
816 lines
27 KiB
C
#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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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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{
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switch (format) {
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case TEXFMT_RGBA8:
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return 8;
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case TEXFMT_RGB8:
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return 6;
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case TEXFMT_RGB5A1:
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case TEXFMT_RGB565:
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case TEXFMT_RGBA4:
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case TEXFMT_IA8:
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return 4;
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case TEXFMT_A4:
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return 1;
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case TEXFMT_I8:
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case TEXFMT_A8:
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case TEXFMT_IA4:
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default:
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return 2;
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}
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}
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static int calc_buffer_size(sf2d_texfmt pixel_format, int width, int height)
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{
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return width * height * (nibbles_per_pixel(pixel_format)>>1);
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}
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sf2d_texture *sf2d_create_texture(int width, int height, sf2d_texfmt pixel_format, sf2d_place place)
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{
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int pow2_w = next_pow2(width);
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int pow2_h = next_pow2(height);
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if (pow2_w < TEX_MIN_SIZE) pow2_w = TEX_MIN_SIZE;
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if (pow2_h < TEX_MIN_SIZE) pow2_h = TEX_MIN_SIZE;
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int data_size = calc_buffer_size(pixel_format, pow2_w, pow2_h);
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void *data;
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if (place == SF2D_PLACE_RAM) {
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// If there's not enough linear heap space, return
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if (linearSpaceFree() < data_size) {
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return NULL;
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}
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data = linearMemAlign(data_size, 0x80);
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} else if (place == SF2D_PLACE_VRAM) {
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// If there's not enough VRAM heap space, return
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if (vramSpaceFree() < data_size) {
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return NULL;
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}
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data = vramMemAlign(data_size, 0x80);
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} else if (place == SF2D_PLACE_TEMP) {
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if (sf2d_pool_space_free() < data_size) {
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return NULL;
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}
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data = sf2d_pool_memalign(data_size, 0x80);
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} else {
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//wot?
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return NULL;
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}
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sf2d_texture *texture = malloc(sizeof(*texture));
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texture->tiled = 0;
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texture->place = place;
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texture->pixel_format = pixel_format;
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texture->params = GPU_TEXTURE_MAG_FILTER(GPU_NEAREST)
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| GPU_TEXTURE_MIN_FILTER(GPU_NEAREST)
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| GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_BORDER)
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| GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_BORDER);
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texture->width = width;
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texture->height = height;
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texture->pow2_w = pow2_w;
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texture->pow2_h = pow2_h;
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texture->data_size = data_size;
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texture->data = data;
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if (place == SF2D_PLACE_VRAM) {
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GX_MemoryFill(texture->data, 0x00000000, (u32*)&((u8*)texture->data)[texture->data_size], GX_FILL_TRIGGER | GX_FILL_32BIT_DEPTH,
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NULL, 0x00000000, NULL, 0);
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gspWaitForPSC0();
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} else {
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memset(texture->data, 0, texture->data_size);
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}
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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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if (texture->place == SF2D_PLACE_RAM) {
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linearFree(texture->data);
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} else if (texture->place == SF2D_PLACE_VRAM) {
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vramFree(texture->data);
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}
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free(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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u8 *tmp = linearAlloc(dst->pow2_w * dst->pow2_h * 4);
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int i, j;
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for (i = 0; i < source_h; i++) {
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for (j = 0; j < source_w; j++) {
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((u32 *)tmp)[i*dst->pow2_w + j] = ((u32 *)rgba8)[i*source_w + j];
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}
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}
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memcpy(dst->data, tmp, dst->pow2_w*dst->pow2_h*4);
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linearFree(tmp);
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sf2d_texture_tile32(dst);
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}
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sf2d_texture *sf2d_create_texture_mem_RGBA8(const void *src_buffer, int src_w, int src_h, sf2d_texfmt pixel_format, sf2d_place place)
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{
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sf2d_texture *tex = sf2d_create_texture(src_w, src_h, pixel_format, place);
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if (tex == NULL) return NULL;
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sf2d_fill_texture_from_RGBA8(tex, src_buffer, src_w, src_h);
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return tex;
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}
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void sf2d_bind_texture(const sf2d_texture *texture, GPU_TEXUNIT unit)
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{
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GPU_SetTextureEnable(unit);
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GPU_SetTexEnv(
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0,
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GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
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GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
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GPU_TEVOPERANDS(0, 0, 0),
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GPU_TEVOPERANDS(0, 0, 0),
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GPU_REPLACE, GPU_REPLACE,
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0xFFFFFFFF
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);
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GPU_SetTexture(
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unit,
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(u32 *)osConvertVirtToPhys(texture->data),
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texture->pow2_w,
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texture->pow2_h,
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texture->params,
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texture->pixel_format
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);
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}
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void sf2d_bind_texture_color(const sf2d_texture *texture, GPU_TEXUNIT unit, u32 color)
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{
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GPU_SetTextureEnable(unit);
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GPU_SetTexEnv(
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0,
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GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_CONSTANT),
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GPU_TEVSOURCES(GPU_TEXTURE0, GPU_CONSTANT, GPU_CONSTANT),
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GPU_TEVOPERANDS(0, 0, 0),
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GPU_TEVOPERANDS(0, 0, 0),
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GPU_MODULATE, GPU_MODULATE,
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color
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);
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GPU_SetTexture(
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unit,
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(u32 *)osConvertVirtToPhys(texture->data),
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texture->pow2_w,
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texture->pow2_h,
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texture->params,
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texture->pixel_format
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);
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}
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void sf2d_bind_texture_parameters(const sf2d_texture *texture, GPU_TEXUNIT unit, unsigned int params)
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{
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GPU_SetTextureEnable(unit);
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GPU_SetTexEnv(
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0,
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GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
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GPU_TEVSOURCES(GPU_TEXTURE0, GPU_TEXTURE0, GPU_TEXTURE0),
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GPU_TEVOPERANDS(0, 0, 0),
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GPU_TEVOPERANDS(0, 0, 0),
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GPU_REPLACE, GPU_REPLACE,
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0xFFFFFFFF
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);
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GPU_SetTexture(
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unit,
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(u32 *)osConvertVirtToPhys(texture->data),
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texture->pow2_w,
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texture->pow2_h,
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params,
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texture->pixel_format
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);
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}
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void sf2d_texture_set_params(sf2d_texture *texture, u32 params)
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{
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texture->params = params;
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}
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int sf2d_texture_get_params(const sf2d_texture *texture)
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{
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return texture->params;
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}
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static inline void sf2d_draw_texture_generic(const sf2d_texture *texture, int x, int 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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int w = texture->width;
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int h = texture->height;
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vertices[0].position = (sf2d_vector_3f){(float)x, (float)y, SF2D_DEFAULT_DEPTH};
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vertices[1].position = (sf2d_vector_3f){(float)x+w, (float)y, SF2D_DEFAULT_DEPTH};
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vertices[2].position = (sf2d_vector_3f){(float)x, (float)y+h, SF2D_DEFAULT_DEPTH};
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vertices[3].position = (sf2d_vector_3f){(float)x+w, (float)y+h, SF2D_DEFAULT_DEPTH};
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float u = texture->width/(float)texture->pow2_w;
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float v = texture->height/(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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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(const sf2d_texture *texture, int x, int y)
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{
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sf2d_bind_texture(texture, GPU_TEXUNIT0);
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sf2d_draw_texture_generic(texture, x, y);
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}
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void sf2d_draw_texture_blend(const sf2d_texture *texture, int x, int 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_generic(texture, x, y);
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}
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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)
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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;
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vertices[0].position.y = -center_y;
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vertices[0].position.z = SF2D_DEFAULT_DEPTH;
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vertices[1].position.x = w - center_x;
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vertices[1].position.y = -center_y;
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vertices[1].position.z = SF2D_DEFAULT_DEPTH;
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vertices[2].position.x = -center_x;
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vertices[2].position.y = h - center_y;
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vertices[2].position.z = SF2D_DEFAULT_DEPTH;
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vertices[3].position.x = w - center_x;
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vertices[3].position.y = h - center_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_hotspot(const sf2d_texture *texture, int x, int y, float rad, 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_hotspot_generic(texture, x, y, rad, center_x, center_y);
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}
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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)
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{
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sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color);
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sf2d_draw_texture_rotate_hotspot_generic(texture, x, y, rad, center_x, center_y);
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}
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void sf2d_draw_texture_rotate(const sf2d_texture *texture, int x, int y, float rad)
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{
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sf2d_draw_texture_rotate_hotspot(texture, x, y, rad,
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texture->width/2.0f,
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texture->height/2.0f);
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}
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void sf2d_draw_texture_rotate_blend(const sf2d_texture *texture, int x, int y, float rad, u32 color)
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{
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sf2d_draw_texture_rotate_hotspot_blend(texture, x, y, rad,
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texture->width/2.0f,
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texture->height/2.0f,
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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)
|
|
{
|
|
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->pow2_w;
|
|
float v0 = tex_y/(float)texture->pow2_h;
|
|
float u1 = (tex_x+tex_w)/(float)texture->pow2_w;
|
|
float v1 = (tex_y+tex_h)/(float)texture->pow2_h;
|
|
|
|
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};
|
|
|
|
GPU_SetAttributeBuffers(
|
|
2, // number of attributes
|
|
(u32*)osConvertVirtToPhys(vertices),
|
|
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
|
|
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_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->pow2_w;
|
|
float v = texture->height/(float)texture->pow2_h;
|
|
|
|
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};
|
|
|
|
GPU_SetAttributeBuffers(
|
|
2, // number of attributes
|
|
(u32*)osConvertVirtToPhys(vertices),
|
|
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
|
|
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_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->pow2_w;
|
|
float v0 = tex_y/(float)texture->pow2_h;
|
|
float u1 = (tex_x+tex_w)/(float)texture->pow2_w;
|
|
float v1 = (tex_y+tex_h)/(float)texture->pow2_h;
|
|
|
|
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};
|
|
|
|
GPU_SetAttributeBuffers(
|
|
2, // number of attributes
|
|
(u32*)osConvertVirtToPhys(vertices),
|
|
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
|
|
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_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_hotspot_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, float center_x, float center_y)
|
|
{
|
|
sf2d_vertex_pos_tex *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_tex), 8);
|
|
if (!vertices) return;
|
|
|
|
int w = tex_w;
|
|
int h = tex_h;
|
|
|
|
vertices[0].position = (sf2d_vector_3f){(float)-center_x * x_scale, (float)-center_y * y_scale, SF2D_DEFAULT_DEPTH};
|
|
vertices[1].position = (sf2d_vector_3f){(float) (w - center_x) * x_scale, (float)-center_y * y_scale, SF2D_DEFAULT_DEPTH};
|
|
vertices[2].position = (sf2d_vector_3f){(float)-center_x * x_scale, (float) (h - center_y) * y_scale, SF2D_DEFAULT_DEPTH};
|
|
vertices[3].position = (sf2d_vector_3f){(float) (w - center_x) * x_scale, (float) h - center_y * y_scale, SF2D_DEFAULT_DEPTH};
|
|
|
|
float u0 = tex_x/(float)texture->pow2_w;
|
|
float v0 = tex_y/(float)texture->pow2_h;
|
|
float u1 = (tex_x+tex_w)/(float)texture->pow2_w;
|
|
float v1 = (tex_y+tex_h)/(float)texture->pow2_h;
|
|
|
|
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;
|
|
}
|
|
|
|
GPU_SetAttributeBuffers(
|
|
2, // number of attributes
|
|
(u32*)osConvertVirtToPhys(vertices),
|
|
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
|
|
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_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_hotspot_generic(texture, x, y, rad, tex_x, tex_y, tex_w, tex_h, x_scale, y_scale, tex_w/2.0f, tex_h/2.0f);
|
|
}
|
|
|
|
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_hotspot_generic(texture, x, y, rad, tex_x, tex_y, tex_w, tex_h, x_scale, y_scale, tex_w/2.0f, tex_h/2.0f);
|
|
}
|
|
|
|
void sf2d_draw_texture_part_rotate_scale_hotspot_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, float center_x, float center_y, u32 color)
|
|
{
|
|
sf2d_bind_texture_color(texture, GPU_TEXUNIT0, color);
|
|
sf2d_draw_texture_part_rotate_scale_hotspot_generic(texture, x, y, rad, tex_x, tex_y, tex_w, tex_h, x_scale, y_scale, center_x, center_y);
|
|
}
|
|
|
|
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->pow2_w;
|
|
float v = texture->height/(float)texture->pow2_h;
|
|
|
|
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};
|
|
|
|
GPU_SetAttributeBuffers(
|
|
2, // number of attributes
|
|
(u32*)osConvertVirtToPhys(vertices),
|
|
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
|
|
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_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(const sf2d_texture *texture, float left, float top, float right, float bottom, float u0, float v0, float u1, float v1, unsigned int params)
|
|
{
|
|
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};
|
|
|
|
sf2d_bind_texture_parameters(texture, GPU_TEXUNIT0, params);
|
|
|
|
GPU_SetAttributeBuffers(
|
|
2, // number of attributes
|
|
(u32*)osConvertVirtToPhys(vertices),
|
|
GPU_ATTRIBFMT(0, 3, GPU_FLOAT) | GPU_ATTRIBFMT(1, 2, GPU_FLOAT),
|
|
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);
|
|
}
|
|
|
|
// 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->pow2_h - 1 - y);
|
|
if (texture->tiled) {
|
|
u32 coarse_y = y & ~7;
|
|
u32 offset = get_morton_offset(x, y, 4) + coarse_y * texture->pow2_w * 4;
|
|
*(u32 *)(texture->data + offset) = new_color;
|
|
} else {
|
|
((u32 *)texture->data)[x + y * texture->pow2_w] = new_color;
|
|
}
|
|
}
|
|
|
|
u32 sf2d_get_pixel(sf2d_texture *texture, int x, int y)
|
|
{
|
|
y = (texture->pow2_h - 1 - y);
|
|
if (texture->tiled) {
|
|
u32 coarse_y = y & ~7;
|
|
u32 offset = get_morton_offset(x, y, 4) + coarse_y * texture->pow2_w * 4;
|
|
return *(u32 *)(texture->data + offset);
|
|
} else {
|
|
return ((u32 *)texture->data)[x + y * texture->pow2_w];
|
|
}
|
|
}
|
|
|
|
|
|
void sf2d_texture_tile32(sf2d_texture *texture)
|
|
{
|
|
if (texture->tiled) return;
|
|
|
|
// TODO: add support for non-RGBA8 textures
|
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u8 *tmp = linearAlloc(texture->pow2_w * texture->pow2_h * 4);
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int i, j;
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for (j = 0; j < texture->pow2_h; j++) {
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for (i = 0; i < texture->pow2_w; i++) {
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u32 coarse_y = j & ~7;
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u32 dst_offset = get_morton_offset(i, j, 4) + coarse_y * texture->pow2_w * 4;
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u32 v = ((u32 *)texture->data)[i + (texture->pow2_h - 1 - j)*texture->pow2_w];
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*(u32 *)(tmp + dst_offset) = __builtin_bswap32(v); /* RGBA8 -> ABGR8 */
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}
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}
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memcpy(texture->data, tmp, texture->pow2_w*texture->pow2_h*4);
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linearFree(tmp);
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texture->tiled = 1;
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}
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