ClassiCube/src/Graphics_NDS.c

531 lines
16 KiB
C

#include "Core.h"
#ifdef CC_BUILD_NDS
#include "_GraphicsBase.h"
#include "Errors.h"
#include "Logger.h"
#include "Window.h"
#include <nds.h>
/*########################################################################################################################*
*---------------------------------------------------------General---------------------------------------------------------*
*#########################################################################################################################*/
void Gfx_Create(void) {
Gfx_RestoreState();
Gfx.MinTexWidth = 8;
Gfx.MinTexHeight = 8;
Gfx.MaxTexWidth = 256;
Gfx.MaxTexHeight = 256;
//Gfx.MaxTexSize = 256 * 256;
Gfx.Created = true;
glInit();
glClearColor(0, 15, 10, 31);
glClearPolyID(63);
glAlphaFunc(7);
glClearDepth(GL_MAX_DEPTH);
Gfx_SetViewport(0, 0, 256, 192);
vramSetBankA(VRAM_A_TEXTURE);
vramSetBankB(VRAM_B_TEXTURE);
vramSetBankC(VRAM_C_TEXTURE);
vramSetBankD(VRAM_D_TEXTURE);
Gfx_SetFaceCulling(false);
}
cc_bool Gfx_TryRestoreContext(void) {
return true;
}
void Gfx_Free(void) {
Gfx_FreeState();
vramSetBankA(VRAM_A_LCD);
vramSetBankB(VRAM_B_LCD);
vramSetBankC(VRAM_C_LCD);
vramSetBankD(VRAM_D_LCD);
}
/*########################################################################################################################*
*-----------------------------------------------------------Misc----------------------------------------------------------*
*#########################################################################################################################*/
cc_result Gfx_TakeScreenshot(struct Stream* output) {
return ERR_NOT_SUPPORTED;
}
void Gfx_GetApiInfo(cc_string* info) {
String_AppendConst(info, "-- Using Nintendo DS --\n");
PrintMaxTextureInfo(info);
}
void Gfx_SetVSync(cc_bool vsync) {
gfx_vsync = vsync;
}
void Gfx_OnWindowResize(void) {
}
void Gfx_SetViewport(int x, int y, int w, int h) {
int x2 = x + w - 1;
int y2 = y + h - 1;
GFX_VIEWPORT = x | (y << 8) | (x2 << 16) | (y2 << 24);
}
void Gfx_SetScissor (int x, int y, int w, int h) { }
void Gfx_BeginFrame(void) {
}
void Gfx_ClearBuffers(GfxBuffers buffers) {
// TODO
}
void Gfx_ClearColor(PackedCol color) {
int R = PackedCol_R(color) >> 3;
int G = PackedCol_G(color) >> 3;
int B = PackedCol_B(color) >> 3;
glClearColor(R, G, B, 31);
}
void Gfx_EndFrame(void) {
glFlush(0);
// TODO not needed?
swiWaitForVBlank();
}
/*########################################################################################################################*
*---------------------------------------------------------Textures--------------------------------------------------------*
*#########################################################################################################################*/
static int tex_width, tex_height;
GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags, cc_bool mipmaps) {
vramSetBankA(VRAM_A_TEXTURE);
cc_uint16* tmp = Mem_TryAlloc(bmp->width * bmp->height, 2);
if (!tmp) return 0;
// TODO: Only copy when rowWidth != bmp->width
for (int y = 0; y < bmp->height; y++)
{
cc_uint16* src = bmp->scan0 + y * rowWidth;
cc_uint16* dst = tmp + y * bmp->width;
for (int x = 0; x < bmp->width; x++)
{
dst[x] = src[x];
}
}
int textureID;
glGenTextures(1, &textureID);
glBindTexture(0, textureID);
glTexImage2D(0, 0, GL_RGBA, bmp->width, bmp->height, 0, TEXGEN_TEXCOORD, tmp);
glTexParameter(0, GL_TEXTURE_WRAP_S | GL_TEXTURE_WRAP_T);
cc_uint16* vram_ptr = glGetTexturePointer(textureID);
if (!vram_ptr) Platform_Log2("No VRAM for %i x %i texture", &bmp->width, &bmp->height);
Mem_Free(tmp);
return (void*)textureID;
}
void Gfx_BindTexture(GfxResourceID texId) {
glBindTexture(0, (int)texId);
tex_width = 0;
tex_height = 0;
glGetInt(GL_GET_TEXTURE_WIDTH, &tex_width);
glGetInt(GL_GET_TEXTURE_HEIGHT, &tex_height);
}
void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
int texture = (int)texId;
glBindTexture(0, texture);
int width = 0;
glGetInt(GL_GET_TEXTURE_WIDTH, &width);
cc_uint16* vram_ptr = glGetTexturePointer(texture);
return;
// TODO doesn't work without VRAM bank changing to LCD and back maybe??
// (see what glTeximage2D does ??)
for (int yy = 0; yy < part->height; yy++)
{
cc_uint16* dst = vram_ptr + width * (y + yy) + x;
cc_uint16* src = part->scan0 + rowWidth * yy;
for (int xx = 0; xx < part->width; xx++)
{
*dst++ = *src++;
}
}
}
void Gfx_DeleteTexture(GfxResourceID* texId) {
int texture = (int)(*texId);
if (texture) glDeleteTextures(1, &texture);
*texId = 0;
}
void Gfx_EnableMipmaps(void) { }
void Gfx_DisableMipmaps(void) { }
/*########################################################################################################################*
*-----------------------------------------------------State management----------------------------------------------------*
*#########################################################################################################################*/
void Gfx_SetFaceCulling(cc_bool enabled) {
glPolyFmt(POLY_ALPHA(31) | (enabled ? POLY_CULL_BACK : POLY_CULL_NONE));
}
static void SetAlphaBlend(cc_bool enabled) {
/*if (enabled) {
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}*/
}
void Gfx_SetAlphaArgBlend(cc_bool enabled) { }
static void SetColorWrite(cc_bool r, cc_bool g, cc_bool b, cc_bool a) {
// TODO
}
void Gfx_SetDepthWrite(cc_bool enabled) { }
void Gfx_SetDepthTest(cc_bool enabled) { }
static void Gfx_FreeState(void) { FreeDefaultResources(); }
static void Gfx_RestoreState(void) {
InitDefaultResources();
}
cc_bool Gfx_WarnIfNecessary(void) { return true; }
cc_bool Gfx_GetUIOptions(struct MenuOptionsScreen* s) { return false; }
/*########################################################################################################################*
*---------------------------------------------------------Matrices--------------------------------------------------------*
*#########################################################################################################################*/
void Gfx_CalcOrthoMatrix(struct Matrix* matrix, float width, float height, float zNear, float zFar) {
/* Transposed, source https://learn.microsoft.com/en-us/windows/win32/opengl/glortho */
/* The simplified calculation below uses: L = 0, R = width, T = 0, B = height */
*matrix = Matrix_Identity;
width /= 64.0f;
height /= 64.0f;
matrix->row1.x = 2.0f / width;
matrix->row2.y = -2.0f / height;
matrix->row3.z = -2.0f / (zFar - zNear);
matrix->row4.x = -1.0f;
matrix->row4.y = 1.0f;
matrix->row4.z = -(zFar + zNear) / (zFar - zNear);
}
static float Cotangent(float x) { return Math_CosF(x) / Math_SinF(x); }
void Gfx_CalcPerspectiveMatrix(struct Matrix* matrix, float fov, float aspect, float zFar) {
float zNear = 0.1f;
float c = Cotangent(0.5f * fov);
/* Transposed, source https://learn.microsoft.com/en-us/windows/win32/opengl/glfrustum */
/* For a FOV based perspective matrix, left/right/top/bottom are calculated as: */
/* left = -c * aspect, right = c * aspect, bottom = -c, top = c */
/* Calculations are simplified because of left/right and top/bottom symmetry */
*matrix = Matrix_Identity;
matrix->row1.x = c / aspect;
matrix->row2.y = c;
matrix->row3.z = -(zFar + zNear) / (zFar - zNear);
matrix->row3.w = -1.0f;
matrix->row4.z = -(2.0f * zFar * zNear) / (zFar - zNear);
matrix->row4.w = 0.0f;
}
/*########################################################################################################################*
*----------------------------------------------------------Buffers--------------------------------------------------------*
*#########################################################################################################################*/
// Preprocess vertex buffers into optimised layout for DS
static VertexFormat buf_fmt;
static int buf_count;
static void* gfx_vertices;
struct DSTexturedVertex {
vu32 xy; v16 z;
vu32 rgb;
int u, v;
};
struct DSColouredVertex {
vu32 xy; v16 z;
vu32 rgb;
};
// Precalculate all the expensive vertex data conversion,
// so that actual drawing of them is as fast as possible
static void PreprocessTexturedVertices(void) {
struct VertexTextured* src = gfx_vertices;
struct DSTexturedVertex* dst = gfx_vertices;
for (int i = 0; i < buf_count; i++, src++, dst++)
{
struct VertexTextured v = *src;
v16 x = floattov16(v.x / 64.0f);
v16 y = floattov16(v.y / 64.0f);
v16 z = floattov16(v.z / 64.0f);
dst->xy = (y << 16) | (x & 0xFFFF);
dst->z = z;
dst->u = floattof32(v.U);
dst->v = floattof32(v.V);
int r = PackedCol_R(v.Col);
int g = PackedCol_G(v.Col);
int b = PackedCol_B(v.Col);
dst->rgb = RGB15(r >> 3, g >> 3, b >> 3);
}
}
static void PreprocessColouredVertices(void) {
struct VertexColoured* src = gfx_vertices;
struct DSColouredVertex* dst = gfx_vertices;
for (int i = 0; i < buf_count; i++, src++, dst++)
{
struct VertexColoured v = *src;
v16 x = floattov16(v.x / 64.0f);
v16 y = floattov16(v.y / 64.0f);
v16 z = floattov16(v.z / 64.0f);
dst->xy = (y << 16) | (x & 0xFFFF);
dst->z = z;
int r = PackedCol_R(v.Col);
int g = PackedCol_G(v.Col);
int b = PackedCol_B(v.Col);
dst->rgb = RGB15(r >> 3, g >> 3, b >> 3);
}
}
GfxResourceID Gfx_CreateIb2(int count, Gfx_FillIBFunc fillFunc, void* obj) {
return (void*)1;
}
void Gfx_BindIb(GfxResourceID ib) { }
void Gfx_DeleteIb(GfxResourceID* ib) { }
static GfxResourceID Gfx_AllocStaticVb(VertexFormat fmt, int count) {
return Mem_TryAlloc(count, strideSizes[fmt]);
}
void Gfx_BindVb(GfxResourceID vb) { gfx_vertices = vb; }
void Gfx_DeleteVb(GfxResourceID* vb) {
GfxResourceID data = *vb;
if (data) Mem_Free(data);
*vb = 0;
}
void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) {
buf_fmt = fmt;
buf_count = count;
return vb;
}
void Gfx_UnlockVb(GfxResourceID vb) {
gfx_vertices = vb;
if (buf_fmt == VERTEX_FORMAT_TEXTURED) {
PreprocessTexturedVertices();
} else {
PreprocessColouredVertices();
}
}
static GfxResourceID Gfx_AllocDynamicVb(VertexFormat fmt, int maxVertices) {
return Mem_TryAlloc(maxVertices, strideSizes[fmt]);
}
void Gfx_BindDynamicVb(GfxResourceID vb) { Gfx_BindVb(vb); }
void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) {
return Gfx_LockVb(vb, fmt, count);
}
void Gfx_UnlockDynamicVb(GfxResourceID vb) { Gfx_UnlockVb(vb); }
void Gfx_DeleteDynamicVb(GfxResourceID* vb) { Gfx_DeleteVb(vb); }
/*########################################################################################################################*
*-----------------------------------------------------State management----------------------------------------------------*
*#########################################################################################################################*/
static cc_bool skipRendering;
void Gfx_SetFog(cc_bool enabled) {
}
void Gfx_SetFogCol(PackedCol color) {
}
void Gfx_SetFogDensity(float value) {
}
void Gfx_SetFogEnd(float value) {
}
void Gfx_SetFogMode(FogFunc func) {
}
static void SetAlphaTest(cc_bool enabled) {
if (enabled) {
//glEnable(GL_ALPHA_TEST);
} else {
//glDisable(GL_ALPHA_TEST);
}
}
void Gfx_DepthOnlyRendering(cc_bool depthOnly) {
skipRendering = depthOnly;
}
/*########################################################################################################################*
*---------------------------------------------------------Matrices--------------------------------------------------------*
*#########################################################################################################################*/
static int matrix_modes[] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE };
static int lastMatrix;
void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
if (type != lastMatrix) {
lastMatrix = type;
MATRIX_CONTROL = matrix_modes[type];
}
// loads 4x4 identity matrix
if (matrix == &Matrix_Identity) {
MATRIX_IDENTITY = 0;
return;
// TODO still scale?
}
// loads 4x4 matrix from memory
const float* src = (const float*)matrix;
for (int i = 0; i < 4 * 4; i++)
{
MATRIX_LOAD4x4 = floattof32(src[i]);
}
// Vertex commands are signed 16 bit values, with 12 bits fractional
// aka only from -8.0 to 8.0
// That's way too small to be useful, so counteract that by scaling down
// vertices and then scaling up the matrix multiplication
if (type == MATRIX_VIEW)
glScalef32(floattof32(64.0f), floattof32(64.0f), floattof32(64.0f));
}
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);
}
static struct Matrix texMatrix;
void Gfx_EnableTextureOffset(float x, float y) {
texMatrix.row1.x = x; texMatrix.row2.y = y;
Gfx_LoadMatrix(2, &texMatrix);
//glTexParameter(0, TEXGEN_NORMAL | GL_TEXTURE_WRAP_S | GL_TEXTURE_WRAP_T);
}
void Gfx_DisableTextureOffset(void) {
texMatrix.row1.x = 0; texMatrix.row1.y = 0;
Gfx_LoadMatrix(2, &texMatrix);
//glTexParameter(0, TEXGEN_TEXCOORD | GL_TEXTURE_WRAP_S | GL_TEXTURE_WRAP_T);
}
/*########################################################################################################################*
*--------------------------------------------------------Rendering--------------------------------------------------------*
*#########################################################################################################################*/
void Gfx_SetVertexFormat(VertexFormat fmt) {
gfx_format = fmt;
gfx_stride = strideSizes[fmt];
if (fmt == VERTEX_FORMAT_TEXTURED) {
glEnable(GL_TEXTURE_2D);
} else {
glDisable(GL_TEXTURE_2D);
}
}
void Gfx_DrawVb_Lines(int verticesCount) {
}
static void Draw_ColouredTriangles(int verticesCount, int startVertex) {
GFX_BEGIN = GL_QUADS;
for (int i = 0; i < verticesCount; i++)
{
struct DSColouredVertex* v = (struct DSColouredVertex*)gfx_vertices + startVertex + i;
GFX_COLOR = v->rgb;
GFX_VERTEX16 = v->xy;
GFX_VERTEX16 = v->z;
}
GFX_END = 0;
}
static void Draw_TexturedTriangles(int verticesCount, int startVertex) {
GFX_BEGIN = GL_QUADS;
int width = tex_width, height = tex_height;
// Original code used was
// U = mulf32(v->u, inttof32(width))
// which behind the scenes expands to
// W = width << 12
// U = ((int64)v->u * W) >> 12;
// and in this case, the bit shifts can be cancelled out
// to avoid calling __aeabi_lmul to perform the 64 bit multiplication
// therefore the code can be simplified to
// U = v->u * width
for (int i = 0; i < verticesCount; i++)
{
struct DSTexturedVertex* v = (struct DSTexturedVertex*)gfx_vertices + startVertex + i;
GFX_COLOR = v->rgb;
GFX_TEX_COORD = TEXTURE_PACK(f32tot16(v->u * width), f32tot16(v->v * height));
GFX_VERTEX16 = v->xy;
GFX_VERTEX16 = v->z;
}
GFX_END = 0;
}
void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
if (gfx_format == VERTEX_FORMAT_TEXTURED) {
Draw_TexturedTriangles(verticesCount, startVertex);
} else {
Draw_ColouredTriangles(verticesCount, startVertex);
}
}
void Gfx_DrawVb_IndexedTris(int verticesCount) {
if (gfx_format == VERTEX_FORMAT_TEXTURED) {
Draw_TexturedTriangles(verticesCount, 0);
} else {
Draw_ColouredTriangles(verticesCount, 0);
}
}
void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) {
if (skipRendering) return;
Draw_TexturedTriangles(verticesCount, startVertex);
}
#endif