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496 lines
15 KiB
C
496 lines
15 KiB
C
/**
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* @file sf2d.h
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* @author Sergi Granell (xerpi)
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* @date 22 March 2015
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* @brief sf2dlib header
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*/
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#ifndef SF2D_H
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#define SF2D_H
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#include <3ds.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Defines
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/**
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* @brief Creates a new RGBA8 color
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* @param r the red component of the color to create
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* @param g the green component of the color to create
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* @param b the blue component of the color to create
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* @param a the alpha component of the color to create
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*/
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#define RGBA8(r, g, b, a) ((((r)&0xFF)<<24) | (((g)&0xFF)<<16) | (((b)&0xFF)<<8) | (((a)&0xFF)<<0))
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/**
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* @brief Default size of the GPU commands FIFO buffer
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*/
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#define SF2D_GPUCMD_DEFAULT_SIZE 0x80000
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/**
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* @brief Default size of the temporary memory pool
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*/
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#define SF2D_TEMPPOOL_DEFAULT_SIZE 0x80000
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/**
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* @brief Default depth (Z coordinate) to draw the textures to
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*/
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#define SF2D_DEFAULT_DEPTH 0.5f
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// Enums
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/**
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* @brief Represents a texture format
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*/
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typedef enum {
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TEXFMT_RGBA8 = 0,
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TEXFMT_RGB8 = 1,
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TEXFMT_RGB5A1 = 2,
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TEXFMT_RGB565 = 3,
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TEXFMT_RGBA4 = 4,
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TEXFMT_IA8 = 5,
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TEXFMT_I8 = 7,
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TEXFMT_A8 = 8,
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TEXFMT_IA4 = 9,
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TEXFMT_I4 = 10,
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TEXFMT_A4 = 11,
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TEXFMT_ETC1 = 12,
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TEXFMT_ETC1A4 = 13
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} sf2d_texfmt;
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/**
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* @brief Data allocated on the RAM or VRAM
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*/
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typedef enum {
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SF2D_PLACE_RAM, /**< RAM allocated */
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SF2D_PLACE_VRAM, /**< VRAM allocated */
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SF2D_PLACE_TEMP /**< Temporary memory pool allocated */
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} sf2d_place;
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// Structs
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/**
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* @brief Represents a two dimensional float vector
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*/
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typedef struct {
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float u; /**< First component of the vector */
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float v; /**< Second component of the vector */
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} sf2d_vector_2f;
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/**
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* @brief Represents a three dimensional float vector
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*/
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typedef struct {
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float x; /**< First component of the vector */
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float y; /**< Second component of the vector */
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float z; /**< Third component of the vector */
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} sf2d_vector_3f;
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/**
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* @brief Represents a four dimensional float vector
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*/
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typedef struct {
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float r; /**< Red component of the vector/color */
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float g; /**< Green component of the vector/color */
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float b; /**< Blue component of the vector/color */
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float a; /**< Alpha component of the vector/color */
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} sf2d_vector_4f;
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/**
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* @brief Represents a vertex containing position and color attributes
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*/
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typedef struct {
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sf2d_vector_3f position; /**< Position of the vertex */
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sf2d_vector_4f color; /**< Color of the vertex */
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} sf2d_vertex_pos_col;
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/**
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* @brief Represents a vertex containing position and texture coordinates
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*/
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typedef struct {
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sf2d_vector_3f position; /**< Position of the vertex */
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sf2d_vector_2f texcoord; /**< Texture coordinates of the vertex */
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} sf2d_vertex_pos_tex;
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/**
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* @brief Represents a texture
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*/
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typedef struct {
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sf2d_place place; /**< Where the texture data resides, RAM or VRAM */
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int tiled; /**< Whether the tetxure is tiled or not */
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sf2d_texfmt pixel_format; /**< Pixel format */
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int width; /**< Texture width */
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int height; /**< Texture height */
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int pow2_w; /**< Nearest power of 2 >= width */
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int pow2_h; /**< Nearest power of 2 >= height */
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int data_size; /**< Size of the raw texture data */
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void *data; /**< Pointer to the data */
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} sf2d_texture;
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// Basic functions
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/**
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* @brief Initializates the library
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* @return Whether the initialization has been successful or not
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*/
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int sf2d_init();
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/**
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* @brief Initializates the library (with advanced settings)
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* @param gpucmd_size the size of the GPU FIFO
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* @param temppool_size the size of the temporary pool
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* @return Whether the initialization has been successful or not
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*/
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int sf2d_init_advanced(int gpucmd_size, int temppool_size);
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/**
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* @brief Finishes the library
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* @return Whether the finalization has been successful or not
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*/
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int sf2d_fini();
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/**
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* @brief Enables or disables the 3D
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* @param enable whether to enable or disable the 3D
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*/
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void sf2d_set_3D(int enable);
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/**
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* @brief Starts a frame
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* @param screen target screen
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* @param side target eye (only for top screen)
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*/
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void sf2d_start_frame(gfxScreen_t screen, gfx3dSide_t side);
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/**
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* @brief Ends a frame, should be called on pair with sf2d_start_frame
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*/
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void sf2d_end_frame();
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/**
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* @brief Swaps the framebuffers, should be called once after all the frames have been finished
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*/
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void sf2d_swapbuffers();
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/**
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* @brief Enables or disables the VBlank waiting
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* @param enable whether to enable or disable the VBlank waiting
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*/
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void sf2d_set_vblank_wait(int enable);
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/**
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* @brief Returns the FPS (frames per second)
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* @return the current FPS
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*/
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float sf2d_get_fps();
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/**
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* @brief Allocates memory from a temporary pool. The pool will be emptied after a sf2d_swapbuffers call
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* @param size the number of bytes to allocate
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*/
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void *sf2d_pool_malloc(u32 size);
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/**
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* @brief Allocates aligned memory from a temporary pool. Works as sf2d_pool_malloc
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* @param size the number of bytes to allocate
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* @param alignment the alignment to where allocate the memory
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*/
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void *sf2d_pool_memalign(u32 size, u32 alignment);
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/**
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* @brief Returns the temporary pool's free space
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* @return the temporary pool's free space
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*/
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unsigned int sf2d_pool_space_free();
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/**
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* @brief Empties the temporary pool
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*/
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void sf2d_pool_reset();
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/**
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* @brief Sets the screen clear color
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* @param color the color
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*/
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void sf2d_set_clear_color(u32 color);
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// Draw functions
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/**
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* @brief Draws a line
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* @param x0 x coordinate of the first dot
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* @param y0 y coordinate of the first dot
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* @param x1 x coordinate of the second dot
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* @param y1 y coordinate of the sceond dot
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* @param color the color to draw the line
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*/
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void sf2d_draw_line(int x0, int y0, int x1, int y1, u32 color);
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/**
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* @brief Draws a rectangle
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* @param x x coordinate of the top left corner of the rectangle
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* @param y y coordinate of the top left corner of the rectangle
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* @param w rectangle width
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* @param h rectangle height
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* @param color the color to draw the rectangle
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*/
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void sf2d_draw_rectangle(int x, int y, int w, int h, u32 color);
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/**
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* @brief Draws a rotated rectangle
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* @param x x coordinate of the top left corner of the rectangle
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* @param y y coordinate of the top left corner of the rectangle
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* @param w rectangle width
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* @param h rectangle height
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* @param color the color to draw the rectangle
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* @param rad rotation (in radians) to draw the rectangle
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*/
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void sf2d_draw_rectangle_rotate(int x, int y, int w, int h, u32 color, float rad);
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/**
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* @brief Draws a filled circle
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* @param x x coordinate of the center of the circle
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* @param y y coordinate of the center of the circle
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* @param radius the radius of the circle
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* @param color the color to draw the circle
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*/
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void sf2d_draw_fill_circle(int x, int y, int radius, u32 color);
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// Texture
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/**
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* @brief Creates an empty texture.
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* The returned texture has the data allocated,
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* this means that the raw pixel data can be filled
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* just after the return.
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* @param width the width of the texture
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* @param height the height of the texture
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* @param pixel_format the pixel_format of the texture
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* @param place where to allocate the texture
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* @return a pointer to the newly created texture
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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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* @brief Frees a texture
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* @param texture pointer to the texture to freeze
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*/
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void sf2d_free_texture(sf2d_texture *texture);
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/**
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* @brief Fills an already allocated texture from a RGBA8 source
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* @param dst pointer to the destination texture to fill
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* @param rgba8 pointer to the RGBA8 data to fill from
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* @param source_w width (in pixels) of the RGAB8 source
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* @param source_h height (in pixels) of the RGAB8 source
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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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* @brief Creates a texture and fills it from a RGBA8 memory source.
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* The returned texture is already tiled.
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* @param src_buffer pointer to the RGBA8 data to fill from
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* @param src_w width (in pixels) of the RGAB8 source
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* @param src_h height (in pixels) of the RGAB8 source
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* @param pixel_format the pixel_format of the texture to create
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* @param place where to allocate the texture
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* @return a pointer to the newly created, filled, and tiled texture
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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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* @brief Binds a texture to a GPU texture unit
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* @param texture the texture to bind
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* @param unit GPU texture unit to bind to
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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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* @brief Binds a texture to a GPU texture unit with a constant color
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* @param texture the texture to bind
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* @param unit GPU texture unit to bind to
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* @param color the color the bind with the texture
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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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* @brief Binds a texture to a GPU texture unit with custom parameters
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* @param texture the texture to bind
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* @param unit GPU texture unit to bind to
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* @param params the parameters the bind with the texture
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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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* @brief Draws a texture
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* @param texture the texture to draw
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* @param x the x coordinate to draw the texture to
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* @param y the y coordinate to draw the texture to
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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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* @brief Draws a texture with rotation
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* @param texture the texture to draw
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* @param x the x coordinate to draw the texture to
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* @param y the y coordinate to draw the texture to
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* @param rad rotation (in radians) to draw the texture
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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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* @brief Draws a part of a texture
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* @param texture the texture to draw
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* @param x the x coordinate to draw the texture to
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* @param y the y coordinate to draw the texture to
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* @param tex_x the starting point (x coordinate) where to start drawing
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* @param tex_y the starting point (y coordinate) where to start drawing
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* @param tex_w the width to draw from the starting point
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* @param tex_h the height to draw from the starting point
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*/
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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);
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/**
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* @brief Draws a texture with scaling
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* @param texture the texture to draw
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* @param x the x coordinate to draw the texture to
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* @param y the y coordinate to draw the texture to
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* @param x_scale the x scale
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* @param y_scale the y scale
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*/
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void sf2d_draw_texture_scale(const sf2d_texture *texture, int x, int y, float x_scale, float y_scale);
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/**
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* @brief Draws a part of a texture, with rotation and scaling
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* @param texture the texture to draw
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* @param x the x coordinate to draw the texture to
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* @param y the y coordinate to draw the texture to
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* @param rad rotation (in radians) to draw the texture
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* @param tex_x the starting point (x coordinate) where to start drawing
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* @param tex_y the starting point (y coordinate) where to start drawing
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* @param tex_w the width to draw from the starting point
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* @param tex_h the height to draw from the starting point
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* @param x_scale the x scale
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* @param y_scale the y scale
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*/
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void sf2d_draw_texture_rotate_cut_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);
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/**
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* @brief Draws a texture blended with a color
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* @param texture the texture to draw
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* @param x the x coordinate to draw the texture to
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* @param y the y coordinate to draw the texture to
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* @param color the color to blend with the texture
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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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* @brief Draws a part of a texture blended with a color
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* @param texture the texture to draw
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* @param x the x coordinate to draw the texture to
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* @param y the y coordinate to draw the texture to
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* @param tex_x the starting point (x coordinate) where to start drawing
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* @param tex_y the starting point (y coordinate) where to start drawing
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* @param tex_w the width to draw from the starting point
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* @param tex_h the height to draw from the starting point
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* @param color the color to blend with the texture
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*/
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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);
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/**
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* @brief Draws a texture blended in a certain depth
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* @param texture the texture to draw
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* @param x the x coordinate to draw the texture to
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* @param y the y coordinate to draw the texture to
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* @param z the depth to draw the texture to
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* @note The z parameter is a value in the [-32768, +32767] range,
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* where -32768 is the deepest and +32767 the toppest.
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* By default, the textures are drawn at z = 0.
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* Keep in mind that this function won't do
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* Order-independent transparency (OIT), so you should use fully
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* opaque textures to get good results.
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*/
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void sf2d_draw_texture_depth(const sf2d_texture *texture, int x, int y, signed short z);
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/**
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* @brief Draws a texture using custom texture coordinates and parameters
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* @param texture the texture to draw
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* @param left the left coordinate of the texture to start drawing
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* @param top the top coordinate of the texture to start drawing
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* @param width the width to draw from the starting left coordinate
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* @param height the height to draw from the starting top coordinate
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* @param u0 the U texture coordinate of the left vertices
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* @param v0 the V texture coordinate of the top vertices
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* @param u1 the U texture coordinate of the right vertices
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* @param v1 the V texture coordinate of the bottom vertices
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* @param params the parameters to draw the texture with
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*/
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void sf2d_draw_quad_uv(const sf2d_texture *texture, float left, float top, float right, float bottom,
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float u0, float v0, float u1, float v1, unsigned int params);
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/**
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* @brief Changes a pixel of the texture
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* @param texture the texture to change the pixel
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* @param x the x coordinate to change the pixel
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* @param y the y coordinate to change the pixel
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* @param new_color the new color to set to the pixel at (x, y)
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*/
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void sf2d_set_pixel(sf2d_texture *texture, int x, int y, u32 new_color);
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/**
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* @brief Gets a pixel of the texture
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* @param texture the texture to get the pixel
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* @param x the x coordinate to get the pixel
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* @param y the y coordinate to get the pixel
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* @return the pixel at (x, y)
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*/
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u32 sf2d_get_pixel(sf2d_texture *texture, int x, int y);
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/**
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* @brief Tiles a texture
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* @param texture the texture to tile
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*/
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void sf2d_texture_tile32(sf2d_texture *texture);
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/**
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* @brief Sets the scissor test
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* @param mode the test mode (disable, invert or normal)
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* @param x the starting x coordinate of the scissor
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* @param y the starting y coordinate of the scissor
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* @param w the width of the scissor rectangle
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* @param h the height of the scissor rectangle
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* @note This function should be called after sf2d_start_frame.
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* The scissor will remain active until the sf2d_end_frame call.
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*/
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void sf2d_set_scissor_test(GPU_SCISSORMODE mode, u32 x, u32 y, u32 w, u32 h);
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/**
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* @brief Returns the current screen (latest call to sf2d_start_frame)
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* @note The returned value can be GFX_TOP or GFX_BOTTOM.
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*/
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gfxScreen_t sf2d_get_current_screen();
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/**
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* @brief Returns the current screen side (latest call to sf2d_start_frame)
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* @note The returned value can be GFX_LEFT or GFX_RIGHT.
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*/
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gfx3dSide_t sf2d_get_current_side();
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#ifdef __cplusplus
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}
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#endif
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#endif
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