ClassiCube/src/Graphics_3DS.c

1075 lines
36 KiB
C

#include "Core.h"
#if defined CC_BUILD_3DS
#include "_GraphicsBase.h"
#include "Errors.h"
#include "Logger.h"
#include "Window.h"
#include <3ds.h>
#define BUFFER_BASE_PADDR OS_VRAM_PADDR // VRAM physical address
#include "../third_party/citro3d.c"
// autogenerated from the .v.pica files by Makefile
extern const u8 coloured_shbin[];
extern const u32 coloured_shbin_size;
extern const u8 textured_shbin[];
extern const u32 textured_shbin_size;
extern const u8 offset_shbin[];
extern const u32 offset_shbin_size;
#define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
static void GPUBuffers_DeleteUnreferenced(void);
static void GPUTextures_DeleteUnreferenced(void);
static cc_uint32 frameCounter1;
static PackedCol clear_color;
static cc_bool rendering3D;
/*########################################################################################################################*
*------------------------------------------------------Vertex shaders-----------------------------------------------------*
*#########################################################################################################################*/
#define UNI_MVP_MATRIX (1 << 0)
#define UNI_TEX_OFFSETS (1 << 1)
// cached uniforms (cached for multiple programs)
static C3D_Mtx _mvp;
static float texOffsetX, texOffsetY;
static int texOffset;
struct CCShader {
DVLB_s* dvlb;
shaderProgram_s program;
int uniforms; // which associated uniforms need to be resent to GPU
int locations[2]; // location of uniforms (not constant)
};
static struct CCShader* gfx_activeShader;
static struct CCShader shaders[3];
static void Shader_Alloc(struct CCShader* shader, const u8* binData, int binSize) {
shader->dvlb = DVLB_ParseFile((u32*)binData, binSize);
shaderProgramInit(&shader->program);
shaderProgramSetVsh(&shader->program, &shader->dvlb->DVLE[0]);
shader->locations[0] = shaderInstanceGetUniformLocation(shader->program.vertexShader, "MVP");
shader->locations[1] = shaderInstanceGetUniformLocation(shader->program.vertexShader, "tex_offset");
}
static void Shader_Free(struct CCShader* shader) {
shaderProgramFree(&shader->program);
DVLB_Free(shader->dvlb);
}
// Marks a uniform as changed on all programs
static void DirtyUniform(int uniform) {
for (int i = 0; i < Array_Elems(shaders); i++)
{
shaders[i].uniforms |= uniform;
}
}
// Sends changed uniforms to the GPU for current program
static void ReloadUniforms(void) {
struct CCShader* s = gfx_activeShader;
if (!s) return; // NULL if context is lost
if (s->uniforms & UNI_MVP_MATRIX) {
C3D_FVUnifMtx4x4(s->locations[0], &_mvp);
s->uniforms &= ~UNI_MVP_MATRIX;
}
if (s->uniforms & UNI_TEX_OFFSETS) {
C3D_FVUnifSet(s->locations[1],
texOffsetX, texOffsetY, 0.0f, 0.0f);
s->uniforms &= ~UNI_TEX_OFFSETS;
}
}
// Switches program to one that can render current vertex format and state
// Loads program and reloads uniforms if needed
static void SwitchProgram(void) {
struct CCShader* shader;
int index = 0;
if (gfx_format == VERTEX_FORMAT_TEXTURED) index++;
if (texOffset) index = 2;
shader = &shaders[index];
if (shader != gfx_activeShader) {
gfx_activeShader = shader;
C3D_BindProgram(&shader->program);
}
ReloadUniforms();
}
/*########################################################################################################################*
*---------------------------------------------------------General---------------------------------------------------------*
*#########################################################################################################################*/
static C3D_RenderTarget topTargetLeft;
static C3D_RenderTarget topTargetRight;
static C3D_RenderTarget bottomTarget;
static cc_bool createdTopTargetRight;
static C3D_RenderTarget* topTarget;
static void AllocShaders(void) {
Shader_Alloc(&shaders[0], coloured_shbin, coloured_shbin_size);
Shader_Alloc(&shaders[1], textured_shbin, textured_shbin_size);
Shader_Alloc(&shaders[2], offset_shbin, offset_shbin_size);
}
static void FreeShaders(void) {
for (int i = 0; i < Array_Elems(shaders); i++)
{
Shader_Free(&shaders[i]);
}
}
static void SetDefaultState(void) {
Gfx_SetFaceCulling(false);
Gfx_SetAlphaTest(false);
Gfx_SetDepthWrite(true);
}
static aptHookCookie hookCookie;
static void AptEventHook(APT_HookType hookType, void* param) {
if (hookType == APTHOOK_ONSUSPEND) {
C3Di_RenderQueueWaitDone();
C3Di_RenderQueueDisableVBlank();
} else if (hookType == APTHOOK_ONRESTORE) {
C3Di_RenderQueueEnableVBlank();
C3Di_OnRestore();
}
}
static void InitCitro3D(void) {
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE * 4);
aptHook(&hookCookie, AptEventHook, NULL);
C3D_RenderTargetInit(&topTargetLeft, 240, 400);
C3D_RenderTargetColor(&topTargetLeft, GPU_RB_RGBA8);
C3D_RenderTargetDepth(&topTargetLeft, GPU_RB_DEPTH24);
C3D_RenderTargetSetOutput(&topTargetLeft, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Even though the bottom screen is 320 pixels wide, we use 400 here so that the same ortho matrix
// can be used for both screens. The output is clipped to the actual screen width, anyway.
C3D_RenderTargetInit(&bottomTarget, 240, 400);
C3D_RenderTargetColor(&bottomTarget, GPU_RB_RGBA8);
C3D_RenderTargetSetOutput(&bottomTarget, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
gfxSetDoubleBuffering(GFX_TOP, true);
SetDefaultState();
AllocShaders();
}
static GfxResourceID white_square;
void Gfx_Create(void) {
if (!Gfx.Created) InitCitro3D();
else C3Di_RenderQueueInit();
Gfx.MaxTexWidth = 1024;
Gfx.MaxTexHeight = 1024;
Gfx.MaxTexSize = 512 * 512;
Gfx.MinTexWidth = 8;
Gfx.MinTexHeight = 8;
Gfx.Created = true;
gfx_vsync = true;
Gfx_RestoreState();
}
void Gfx_Free(void) {
Gfx_FreeState();
C3Di_RenderQueueExit();
gfxSet3D(false);
// FreeShaders()
// C3D_Fini()
// aptUnhook(&hookCookie);
}
cc_bool Gfx_TryRestoreContext(void) { return true; }
void Gfx_RestoreState(void) {
InitDefaultResources();
// 8x8 dummy white texture
// (textures must be at least 8x8, see C3D_TexInitWithParams source)
struct Bitmap bmp;
BitmapCol pixels[8*8];
Mem_Set(pixels, 0xFF, sizeof(pixels));
Bitmap_Init(bmp, 8, 8, pixels);
white_square = Gfx_CreateTexture(&bmp, 0, false);
}
void Gfx_FreeState(void) {
FreeDefaultResources();
Gfx_DeleteTexture(&white_square);
}
void Gfx_3DS_SetRenderScreen(enum Screen3DS screen) {
C3D_FrameDrawOn(screen == TOP_SCREEN ? topTarget : &bottomTarget);
}
/*########################################################################################################################*
*----------------------------------------------------Stereoscopic support-------------------------------------------------*
*#########################################################################################################################*/
static void Calc3DProjection(int dir, struct Matrix* proj) {
struct Matrix proj_adj = *proj;
// See mtx_perspstereotilt
float slider = osGet3DSliderState();
float iod = (slider / 3) * dir;
float shift = iod / (2.0f * 2.0f);
proj_adj.row3.y = 1.0f * shift * -proj->row1.y;
Gfx.Projection = proj_adj;
}
void Gfx_Set3DLeft(struct Matrix* proj, struct Matrix* view) {
Calc3DProjection(-1, proj);
rendering3D = true;
}
void Gfx_Set3DRight(struct Matrix* proj, struct Matrix* view) {
Calc3DProjection(+1, proj);
if (!createdTopTargetRight) {
C3D_RenderTargetInit(&topTargetRight, 240, 400);
C3D_RenderTargetColor(&topTargetRight, GPU_RB_RGBA8);
C3D_RenderTargetDepth(&topTargetRight, GPU_RB_DEPTH24);
C3D_RenderTargetSetOutput(&topTargetRight, GFX_TOP, GFX_RIGHT, DISPLAY_TRANSFER_FLAGS);
createdTopTargetRight = true;
}
C3D_RenderTargetClear(&topTargetRight, C3D_CLEAR_ALL, clear_color, 0);
topTarget = &topTargetRight;
C3D_FrameDrawOn(topTarget);
}
void Gfx_End3D(struct Matrix* proj, struct Matrix* view) {
Gfx.Projection = *proj;
topTarget = &topTargetLeft;
C3D_FrameDrawOn(topTarget);
}
void Gfx_SetTopRight(void) {
topTarget = &topTargetRight;
C3D_FrameDrawOn(topTarget);
}
/*########################################################################################################################*
*--------------------------------------------------------GPU Textures-----------------------------------------------------*
*#########################################################################################################################*/
struct GPUTexture;
struct GPUTexture {
cc_uint32* data;
C3D_Tex texture;
struct GPUTexture* next;
cc_uint32 lastFrame;
};
static struct GPUTexture* del_textures_head;
static struct GPUTexture* del_textures_tail;
struct GPUTexture* GPUTexture_Alloc(void) {
struct GPUTexture* tex = Mem_AllocCleared(1, sizeof(struct GPUTexture), "GPU texture");
return tex;
}
// can't delete textures until not used in any frames
static void GPUTexture_Unref(GfxResourceID* resource) {
struct GPUTexture* tex = (struct GPUTexture*)(*resource);
if (!tex) return;
*resource = NULL;
LinkedList_Append(tex, del_textures_head, del_textures_tail);
}
static void GPUTexture_Free(struct GPUTexture* tex) {
C3D_TexDelete(&tex->texture);
Mem_Free(tex);
}
static void GPUTextures_DeleteUnreferenced(void) {
if (!del_textures_head) return;
struct GPUTexture* tex;
struct GPUTexture* next;
struct GPUTexture* prev = NULL;
for (tex = del_textures_head; tex != NULL; tex = next)
{
next = tex->next;
if (tex->lastFrame + 4 > frameCounter1) {
// texture was used within last 4 fames
prev = tex;
} else {
// advance the head of the linked list
if (del_textures_head == tex)
del_textures_head = next;
// update end of linked list if necessary
if (del_textures_tail == tex)
del_textures_tail = prev;
// unlink this texture from the linked list
if (prev) prev->next = next;
GPUTexture_Free(tex);
}
}
}
/*########################################################################################################################*
*---------------------------------------------------------Textures--------------------------------------------------------*
*#########################################################################################################################*/
static bool CreateNativeTexture(C3D_Tex* tex, u32 width, u32 height) {
u32 size = width * height * 4;
//tex->data = p.onVram ? vramAlloc(total_size) : linearAlloc(total_size);
tex->data = linearAlloc(size);
if (!tex->data) return false;
tex->width = width;
tex->height = height;
tex->param = GPU_TEXTURE_MODE(GPU_TEX_2D) |
GPU_TEXTURE_MAG_FILTER(GPU_NEAREST) | GPU_TEXTURE_MIN_FILTER(GPU_NEAREST) |
GPU_TEXTURE_WRAP_S(GPU_REPEAT) | GPU_TEXTURE_WRAP_T(GPU_REPEAT);
tex->fmt = GPU_RGBA8;
tex->size = size;
tex->border = 0;
tex->lodBias = 0;
tex->maxLevel = 0;
tex->minLevel = 0;
return true;
}
static void TryTransferToVRAM(C3D_Tex* tex) {
return;
// NOTE: the linearFree below results in broken texture. maybe no DMA?
void* vram = vramAlloc(tex->size);
if (!vram) return;
C3D_SyncTextureCopy((u32*)tex->data, 0, (u32*)vram, 0, tex->size, 8);
linearFree(tex->data);
tex->data = vram;
}
/*static inline cc_uint32 CalcZOrder(cc_uint32 x, cc_uint32 y) {
// Simplified "Interleave bits by Binary Magic Numbers" from
// http://graphics.stanford.edu/~seander/bithacks.html#InterleaveTableObvious
// TODO: Simplify to array lookup?
x = (x | (x << 2)) & 0x33;
x = (x | (x << 1)) & 0x55;
y = (y | (y << 2)) & 0x33;
y = (y | (y << 1)) & 0x55;
return x | (y << 1);
}*/
static inline cc_uint32 CalcZOrder(cc_uint32 a) {
// Simplified "Interleave bits by Binary Magic Numbers" from
// http://graphics.stanford.edu/~seander/bithacks.html#InterleaveBMN
// TODO: Simplify to array lookup?
a = (a | (a << 2)) & 0x33;
a = (a | (a << 1)) & 0x55;
return a;
// equivalent to return (a & 1) | ((a & 2) << 1) | (a & 4) << 2;
// but compiles to less instructions
}
// Pixels are arranged in a recursive Z-order curve / Morton offset
// They are arranged into 8x8 tiles, where each 8x8 tile is composed of
// four 4x4 subtiles, which are in turn composed of four 2x2 subtiles
static void ToMortonTexture(C3D_Tex* tex, int originX, int originY,
struct Bitmap* bmp, int rowWidth) {
unsigned int pixel, mortonX, mortonY;
unsigned int dstX, dstY, tileX, tileY;
int width = bmp->width, height = bmp->height;
cc_uint32* dst = tex->data;
cc_uint32* src = bmp->scan0;
for (int y = 0; y < height; y++)
{
dstY = tex->height - 1 - (y + originY);
tileY = dstY & ~0x07;
mortonY = CalcZOrder(dstY & 0x07) << 1;
for (int x = 0; x < width; x++)
{
dstX = x + originX;
tileX = dstX & ~0x07;
mortonX = CalcZOrder(dstX & 0x07);
pixel = src[x + (y * rowWidth)];
dst[(mortonX | mortonY) + (tileX * 8) + (tileY * tex->width)] = pixel;
}
}
// TODO flush data cache GSPGPU_FlushDataCache
}
GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags, cc_bool mipmaps) {
struct GPUTexture* tex = GPUTexture_Alloc();
bool success = CreateNativeTexture(&tex->texture, bmp->width, bmp->height);
if (!success) return NULL;
ToMortonTexture(&tex->texture, 0, 0, bmp, rowWidth);
if (!(flags & TEXTURE_FLAG_DYNAMIC)) TryTransferToVRAM(&tex->texture);
return tex;
}
void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
struct GPUTexture* tex = (struct GPUTexture*)texId;
ToMortonTexture(&tex->texture, x, y, part, rowWidth);
}
void Gfx_DeleteTexture(GfxResourceID* texId) {
GPUTexture_Unref(texId);
}
void Gfx_EnableMipmaps(void) { }
void Gfx_DisableMipmaps(void) { }
void Gfx_BindTexture(GfxResourceID texId) {
if (!texId) texId = white_square;
struct GPUTexture* tex = (struct GPUTexture*)texId;
tex->lastFrame = frameCounter1;
C3D_TexBind(0, &tex->texture);
}
/*########################################################################################################################*
*-----------------------------------------------------State management----------------------------------------------------*
*#########################################################################################################################*/
void Gfx_SetFaceCulling(cc_bool enabled) {
C3D_CullFace(enabled ? GPU_CULL_BACK_CCW : GPU_CULL_NONE);
}
void Gfx_SetAlphaArgBlend(cc_bool enabled) { }
static void SetAlphaBlend(cc_bool enabled) {
if (enabled) {
C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
} else {
C3D_ColorLogicOp(GPU_LOGICOP_COPY);
}
}
static void SetAlphaTest(cc_bool enabled) {
C3D_AlphaTest(enabled, GPU_GREATER, 0x7F);
}
void Gfx_DepthOnlyRendering(cc_bool depthOnly) {
cc_bool enabled = !depthOnly;
SetColorWrite(enabled & gfx_colorMask[0], enabled & gfx_colorMask[1],
enabled & gfx_colorMask[2], enabled & gfx_colorMask[3]);
}
void Gfx_ClearColor(PackedCol color) {
// TODO find better way?
clear_color = (PackedCol_R(color) << 24) | (PackedCol_G(color) << 16) | (PackedCol_B(color) << 8) | 0xFF;
}
static cc_bool depthTest, depthWrite;
static int colorWriteMask = GPU_WRITE_COLOR;
static void UpdateWriteState(void) {
//C3D_EarlyDepthTest(true, GPU_EARLYDEPTH_GREATER, 0);
//C3D_EarlyDepthTest(false, GPU_EARLYDEPTH_GREATER, 0);
int writeMask = colorWriteMask;
if (depthWrite) writeMask |= GPU_WRITE_DEPTH;
C3D_DepthTest(depthTest, GPU_GEQUAL, writeMask);
}
void Gfx_SetDepthWrite(cc_bool enabled) {
depthWrite = enabled;
UpdateWriteState();
}
void Gfx_SetDepthTest(cc_bool enabled) {
depthTest = enabled;
UpdateWriteState();
}
static void SetColorWrite(cc_bool r, cc_bool g, cc_bool b, cc_bool a) {
int mask = 0;
if (r) mask |= GPU_WRITE_RED;
if (g) mask |= GPU_WRITE_GREEN;
if (b) mask |= GPU_WRITE_BLUE;
if (a) mask |= GPU_WRITE_ALPHA;
colorWriteMask = mask;
UpdateWriteState();
}
/*########################################################################################################################*
*-----------------------------------------------------------Misc----------------------------------------------------------*
*#########################################################################################################################*/
static BitmapCol* _3DS_GetRow(struct Bitmap* bmp, int y, void* ctx) {
u8* fb = (u8*)ctx;
// Framebuffer is rotated 90 degrees
int width = bmp->width, height = bmp->height;
for (int x = 0; x < width; x++)
{
int addr = (height - 1 - y + x * height) * 3; // TODO -1 or not
int b = fb[addr + 0];
int g = fb[addr + 1];
int r = fb[addr + 2];
bmp->scan0[x] = BitmapColor_RGB(r, g, b);
}
return bmp->scan0;
}
cc_result Gfx_TakeScreenshot(struct Stream* output) {
BitmapCol tmp[512];
u16 width, height;
u8* fb = gfxGetFramebuffer(GFX_TOP, GFX_LEFT, &width, &height);
// Framebuffer is rotated 90 degrees
struct Bitmap bmp;
bmp.scan0 = tmp;
bmp.width = height;
bmp.height = width;
return Png_Encode(&bmp, output, _3DS_GetRow, false, fb);
}
void Gfx_GetApiInfo(cc_string* info) {
String_Format1(info, "-- Using 3DS --\n", NULL);
PrintMaxTextureInfo(info);
}
void Gfx_SetVSync(cc_bool vsync) {
gfx_vsync = vsync;
}
void Gfx_BeginFrame(void) {
rendering3D = false;
// wait for vblank for both screens TODO move to end?
if (gfx_vsync) C3D_FrameSync();
C3D_FrameBegin(0);
topTarget = &topTargetLeft;
C3D_FrameDrawOn(topTarget);
extern void C3Di_UpdateContext(void);
C3Di_UpdateContext();
}
void Gfx_ClearBuffers(GfxBuffers buffers) {
int targets = 0;
if (buffers & GFX_BUFFER_COLOR) targets |= C3D_CLEAR_COLOR;
if (buffers & GFX_BUFFER_DEPTH) targets |= C3D_CLEAR_DEPTH;
C3D_RenderTargetClear(&topTargetLeft, targets, clear_color, 0);
}
void Gfx_EndFrame(void) {
gfxSet3D(rendering3D);
C3D_FrameEnd(0);
//gfxFlushBuffers();
//gfxSwapBuffers();
GPUBuffers_DeleteUnreferenced();
GPUTextures_DeleteUnreferenced();
frameCounter1++;
}
void Gfx_OnWindowResize(void) { }
void Gfx_SetViewport(int x, int y, int w, int h) { }
void Gfx_SetScissor (int x, int y, int w, int h) { }
/*########################################################################################################################*
*----------------------------------------------------------Buffers--------------------------------------------------------*
*#########################################################################################################################*/
struct GPUBuffer {
cc_uint32 lastFrame;
struct GPUBuffer* next;
int pad1, pad2;
cc_uint8 data[]; // aligned to 16 bytes
};
static struct GPUBuffer* del_buffers_head;
static struct GPUBuffer* del_buffers_tail;
static struct GPUBuffer* GPUBuffer_Alloc(int count, int elemSize) {
void* ptr = linearAlloc(16 + count * elemSize);
return (struct GPUBuffer*)ptr;
}
// can't delete buffers until not used in any frames
static void GPUBuffer_Unref(GfxResourceID* resource) {
struct GPUBuffer* buf = (struct GPUBuffer*)(*resource);
if (!buf) return;
*resource = NULL;
LinkedList_Append(buf, del_buffers_head, del_buffers_tail);
}
static void GPUBuffer_Free(struct GPUBuffer* buf) {
linearFree(buf);
}
static void GPUBuffers_DeleteUnreferenced(void) {
if (!del_buffers_head) return;
struct GPUBuffer* buf;
struct GPUBuffer* next;
struct GPUBuffer* prev = NULL;
for (buf = del_buffers_head; buf != NULL; buf = next)
{
next = buf->next;
if (buf->lastFrame + 4 > frameCounter1) {
// texture was used within last 4 fames
prev = buf;
} else {
// advance the head of the linked list
if (del_buffers_head == buf)
del_buffers_head = next;
// update end of linked list if necessary
if (del_buffers_tail == buf)
del_buffers_tail = prev;
// unlink this texture from the linked list
if (prev) prev->next = next;
GPUBuffer_Free(buf);
}
}
}
/*########################################################################################################################*
*-------------------------------------------------------Index buffers-----------------------------------------------------*
*#########################################################################################################################*/
static cc_uint16* gfx_indices;
GfxResourceID Gfx_CreateIb2(int count, Gfx_FillIBFunc fillFunc, void* obj) {
if (!gfx_indices) {
gfx_indices = linearAlloc(count * sizeof(cc_uint16));
if (!gfx_indices) Process_Abort("Failed to allocate memory for index buffer");
}
fillFunc(gfx_indices, count, obj);
return gfx_indices;
}
void Gfx_BindIb(GfxResourceID ib) {
u32 pa = osConvertVirtToPhys(ib);
GPUCMD_AddWrite(GPUREG_INDEXBUFFER_CONFIG, (pa - BUFFER_BASE_PADDR) | (C3D_UNSIGNED_SHORT << 31));
}
void Gfx_DeleteIb(GfxResourceID* ib) { }
/*########################################################################################################################*
*-------------------------------------------------------Vertex buffers----------------------------------------------------*
*#########################################################################################################################*/
static cc_uint8* gfx_vertices;
static GfxResourceID Gfx_AllocStaticVb(VertexFormat fmt, int count) {
return GPUBuffer_Alloc(count, strideSizes[fmt]);
}
void Gfx_BindVb(GfxResourceID vb) {
struct GPUBuffer* buffer = (struct GPUBuffer*)vb;
buffer->lastFrame = frameCounter1;
gfx_vertices = buffer->data;
}
void Gfx_DeleteVb(GfxResourceID* vb) { GPUBuffer_Unref(vb); }
void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) {
struct GPUBuffer* buffer = (struct GPUBuffer*)vb;
return buffer->data;
}
void Gfx_UnlockVb(GfxResourceID vb) {
struct GPUBuffer* buffer = (struct GPUBuffer*)vb;
gfx_vertices = buffer->data;
}
static GfxResourceID Gfx_AllocDynamicVb(VertexFormat fmt, int maxVertices) {
return GPUBuffer_Alloc(maxVertices, strideSizes[fmt]);
}
void Gfx_BindDynamicVb(GfxResourceID vb) { Gfx_BindVb(vb); }
void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) {
struct GPUBuffer* buffer = (struct GPUBuffer*)vb;
return buffer->data;
}
void Gfx_UnlockDynamicVb(GfxResourceID vb) {
struct GPUBuffer* buffer = (struct GPUBuffer*)vb;
gfx_vertices = buffer->data;
}
void Gfx_DeleteDynamicVb(GfxResourceID* vb) { Gfx_DeleteVb(vb); }
/*########################################################################################################################*
*-----------------------------------------------------State management----------------------------------------------------*
*#########################################################################################################################*/
static u32 fogColor;
static C3D_FogLut fog_lut;
static int fogMode = FOG_LINEAR;
static float fogDensity = 1.0f;
static float fogEnd = 32.0f;
void Gfx_SetFog(cc_bool enabled) {
C3D_FogGasMode(enabled ? GPU_FOG : GPU_NO_FOG, GPU_PLAIN_DENSITY, false);
// TODO doesn't work quite right
}
void Gfx_SetFogCol(PackedCol color) {
// TODO find better way?
u32 c = (0xFFu << 24) | (PackedCol_B(color) << 16) | (PackedCol_G(color) << 8) | PackedCol_R(color);
if (c == fogColor) return;
fogColor = c;
C3D_FogColor(c);
}
static void ApplyFog(float* values) {
float data[256];
for (int i = 0; i <= 128; i ++)
{
float val = values[i];
if (i < 128) data[i] = val;
if (i > 0) data[i + 127] = val - data[i-1];
}
FogLut_FromArray(&fog_lut, data);
C3D_FogLutBind(&fog_lut);
}
static float GetFogValue(float c) {
if (fogMode == FOG_LINEAR) {
return (fogEnd - c) / fogEnd;
} else if (fogMode == FOG_EXP) {
return expf(-(fogDensity * c));
} else {
return expf(-(fogDensity * c) * (fogDensity * c));
}
}
static void UpdateFog(void) {
float near = 0.01f;
float far = Game_ViewDistance;
float values[129];
// TODO: Exp calculation isn't right for lava ???
for (int i = 0; i <= 128; i ++)
{
float c = FogLut_CalcZ(i / 128.0f, near, far);
values[i] = GetFogValue(c);
}
ApplyFog(values);
}
void Gfx_SetFogDensity(float value) {
if (fogDensity == value) return;
fogDensity = value;
UpdateFog();
}
void Gfx_SetFogEnd(float value) {
if (fogEnd == value) return;
fogEnd = value;
UpdateFog();
}
void Gfx_SetFogMode(FogFunc func) {
fogMode = func;
UpdateFog();
}
/*########################################################################################################################*
*---------------------------------------------------------Matrices--------------------------------------------------------*
*#########################################################################################################################*/
static C3D_Mtx _view, _proj;
void Gfx_CalcOrthoMatrix(struct Matrix* matrix, float width, float height, float zNear, float zFar) {
// See Mtx_OrthoTilt in Citro3D for the original basis
// (it's mostly just a standard orthograph matrix rotated by 90 degrees)
// Note: The rows/columns are "flipped" over the diagonal axis compared to original basis
Mem_Set(matrix, 0, sizeof(struct Matrix));
matrix->row2.x = -2.0f / height;
matrix->row4.x = 1.0f;
matrix->row1.y = -2.0f / width;
matrix->row4.y = 1.0f;
matrix->row3.z = 1.0f / (zNear - zFar);
matrix->row4.z = 0.5f * (zNear + zFar) / (zNear - zFar) - 0.5f;
matrix->row4.w = 1.0f;
}
void Gfx_CalcPerspectiveMatrix(struct Matrix* matrix, float fov, float aspect, float zFar) {
// See Mtx_PerspTilt in Citro3D for the original basis
// (it's mostly just a standard perspective matrix rotated by 90 degrees)
// Note: The rows/columns are "flipped" over the diagonal axis compared to original basis
float zNear = 0.1f;
fov = tanf(fov / 2.0f);
Mem_Set(matrix, 0, sizeof(struct Matrix));
matrix->row2.x = 1.0f / fov;
matrix->row1.y = -1.0f / (fov * aspect);
matrix->row4.z = zFar * zNear / (zNear - zFar);
matrix->row3.w = -1.0f;
matrix->row3.z = 1.0f * zNear / (zNear - zFar);
}
void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
C3D_Mtx* dst = type == MATRIX_VIEW ? &_view : &_proj;
float* src = (float*)matrix;
// Transpose
for (int i = 0; i < 4; i++)
{
dst->r[i].x = src[0 + i];
dst->r[i].y = src[4 + i];
dst->r[i].z = src[8 + i];
dst->r[i].w = src[12 + i];
}
Mtx_Multiply(&_mvp, &_proj, &_view);
DirtyUniform(UNI_MVP_MATRIX);
ReloadUniforms();
}
/*void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
if (type == MATRIX_VIEW) _view = *matrix;
// Provided projection matrix assumes landscape display, but 3DS framebuffer
// is a rotated portrait display, so need to swap pixel X/Y values to correct that
//
// This can be done by rotating the projection matrix 90 degrees around Z axis
// https://open.gl/transformations
if (type == MATRIX_PROJ) {
struct Matrix rot = Matrix_Identity;
rot.row1.x = 0; rot.row1.y = 1;
rot.row2.x = -1; rot.row2.y = 0;
//Matrix_RotateZ(&rot, 90 * MATH_DEG2RAD);
//Matrix_Mul(&_proj, &_proj, &rot); // TODO avoid Matrix_Mul ??
Matrix_Mul(&_proj, matrix, &rot); // TODO avoid Matrix_Mul ?
}
UpdateMVP();
DirtyUniform(UNI_MVP_MATRIX);
ReloadUniforms();
}*/
void Gfx_LoadMVP(const struct Matrix* view, const struct Matrix* proj, struct Matrix* mvp) {
Gfx_LoadMatrix(MATRIX_VIEW, view);
Gfx_LoadMatrix(MATRIX_PROJ, proj);
Matrix_Mul(mvp, view, proj);
}
void Gfx_EnableTextureOffset(float x, float y) {
texOffset = true;
texOffsetX = x;
texOffsetY = y;
shaders[2].uniforms |= UNI_TEX_OFFSETS;
SwitchProgram();
}
void Gfx_DisableTextureOffset(void) {
texOffset = false;
SwitchProgram();
}
/*########################################################################################################################*
*---------------------------------------------------------Drawing---------------------------------------------------------*
*#########################################################################################################################*/
cc_bool Gfx_WarnIfNecessary(void) { return false; }
cc_bool Gfx_GetUIOptions(struct MenuOptionsScreen* s) { return false; }
static void UpdateAttribFormat(VertexFormat fmt) {
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // in_pos
AttrInfo_AddLoader(attrInfo, 1, GPU_UNSIGNED_BYTE, 4); // in_col
if (fmt == VERTEX_FORMAT_TEXTURED) {
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 2); // in_tex
}
}
static void UpdateTexEnv(VertexFormat fmt) {
int func, source;
if (fmt == VERTEX_FORMAT_TEXTURED) {
// Configure the first fragment shading substage to blend the texture color with
// the vertex color (calculated by the vertex shader using a lighting algorithm)
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
source = GPU_TEVSOURCES(GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0);
func = GPU_MODULATE;
} else {
// Configure the first fragment shading substage to just pass through the vertex color
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
source = GPU_TEVSOURCES(GPU_PRIMARY_COLOR, 0, 0);
func = GPU_REPLACE;
}
GPUCMD_AddWrite(GPUREG_TEXENV0_SOURCE, source | (source << 16));
GPUCMD_AddWrite(GPUREG_TEXENV0_COMBINER, func | (func << 16));
}
void Gfx_SetVertexFormat(VertexFormat fmt) {
if (fmt == gfx_format) return;
gfx_format = fmt;
gfx_stride = strideSizes[fmt];
SwitchProgram();
UpdateAttribFormat(fmt);
UpdateTexEnv(fmt);
}
void Gfx_DrawVb_Lines(int verticesCount) {
/* TODO */
}
static void SetVertexSource(int startVertex) {
// https://github.com/devkitPro/citro3d/issues/47
// "Fyi the permutation specifies the order in which the attributes are stored in the buffer, LSB first. So 0x210 indicates attributes 0, 1 & 2."
const void* data;
int stride, attribs, permutation;
if (gfx_format == VERTEX_FORMAT_TEXTURED) {
data = (struct VertexTextured*)gfx_vertices + startVertex;
stride = SIZEOF_VERTEX_TEXTURED;
attribs = 3;
permutation = 0x210;
} else {
data = (struct VertexColoured*)gfx_vertices + startVertex;
stride = SIZEOF_VERTEX_COLOURED;
attribs = 2;
permutation = 0x10;
}
u32 pa = osConvertVirtToPhys(data);
u32 args[3]; // GPUREG_ATTRIBBUFFER0_OFFSET, GPUREG_ATTRIBBUFFER0_CONFIG1, GPUREG_ATTRIBBUFFER0_CONFIG2
args[0] = pa - BUFFER_BASE_PADDR;
args[1] = permutation;
args[2] = (stride << 16) | (attribs << 28);
GPUCMD_AddIncrementalWrites(GPUREG_ATTRIBBUFFER0_OFFSET, args, 3);
// NOTE: Can't use GPUREG_VERTEX_OFFSET, it only works when drawing non-indexed arrays
}
void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
SetVertexSource(startVertex);
C3D_DrawElements(GPU_TRIANGLES, ICOUNT(verticesCount));
}
void Gfx_DrawVb_IndexedTris(int verticesCount) {
SetVertexSource(0);
C3D_DrawElements(GPU_TRIANGLES, ICOUNT(verticesCount));
}
void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) {
SetVertexSource(startVertex);
C3D_DrawElements(GPU_TRIANGLES, ICOUNT(verticesCount));
}
// TODO: TEMP HACK !!
void Gfx_Draw2DFlat(int x, int y, int width, int height, PackedCol color) {
struct VertexColoured v1, v2, v3, v4;
v1.x = (float)x; v1.y = (float)y;
v2.x = (float)(x + width); v2.y = (float)y;
v3.x = (float)(x + width); v3.y = (float)(y + height);
v4.x = (float)x; v4.y = (float)(y + height);
Gfx_SetVertexFormat(VERTEX_FORMAT_COLOURED);
C3D_ImmDrawBegin(GPU_TRIANGLES);
C3D_ImmSendAttrib(v1.x, v1.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v2.x, v2.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v3.x, v3.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v3.x, v3.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v4.x, v4.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v1.x, v1.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmDrawEnd();
}
void Gfx_Draw2DGradient(int x, int y, int width, int height, PackedCol top, PackedCol bottom) {
struct VertexColoured v1, v2, v3, v4;
v1.x = (float)x; v1.y = (float)y;
v2.x = (float)(x + width); v2.y = (float)y;
v3.x = (float)(x + width); v3.y = (float)(y + height);
v4.x = (float)x; v4.y = (float)(y + height);
Gfx_SetVertexFormat(VERTEX_FORMAT_COLOURED);
C3D_ImmDrawBegin(GPU_TRIANGLES);
C3D_ImmSendAttrib(v1.x, v1.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(top), PackedCol_G(top), PackedCol_B(top), PackedCol_A(top));
C3D_ImmSendAttrib(v2.x, v2.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(top), PackedCol_G(top), PackedCol_B(top), PackedCol_A(top));
C3D_ImmSendAttrib(v3.x, v3.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(bottom), PackedCol_G(bottom), PackedCol_B(bottom), PackedCol_A(bottom));
C3D_ImmSendAttrib(v3.x, v3.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(bottom), PackedCol_G(bottom), PackedCol_B(bottom), PackedCol_A(bottom));
C3D_ImmSendAttrib(v4.x, v4.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(bottom), PackedCol_G(bottom), PackedCol_B(bottom), PackedCol_A(bottom));
C3D_ImmSendAttrib(v1.x, v1.y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(top), PackedCol_G(top), PackedCol_B(top), PackedCol_A(top));
C3D_ImmDrawEnd();
}
void Gfx_Draw2DTexture(const struct Texture* tex, PackedCol color) {
struct VertexTextured v[4];
struct VertexTextured* ptr = v;
Gfx_Make2DQuad(tex, color, &ptr);
Gfx_SetVertexFormat(VERTEX_FORMAT_TEXTURED);
C3D_ImmDrawBegin(GPU_TRIANGLES);
C3D_ImmSendAttrib(v[0].x, v[0].y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v[0].U, v[0].V, 0.0f, 0.0f);
C3D_ImmSendAttrib(v[1].x, v[1].y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v[1].U, v[1].V, 0.0f, 0.0f);
C3D_ImmSendAttrib(v[2].x, v[2].y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v[2].U, v[2].V, 0.0f, 0.0f);
C3D_ImmSendAttrib(v[2].x, v[2].y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v[2].U, v[2].V, 0.0f, 0.0f);
C3D_ImmSendAttrib(v[3].x, v[3].y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v[3].U, v[3].V, 0.0f, 0.0f);
C3D_ImmSendAttrib(v[0].x, v[0].y, 0.0f, 1.0f);
C3D_ImmSendAttrib(PackedCol_R(color), PackedCol_G(color), PackedCol_B(color), PackedCol_A(color));
C3D_ImmSendAttrib(v[0].U, v[0].V, 0.0f, 0.0f);
C3D_ImmDrawEnd();
}
#endif