# Update
- Added GetTime funcs to utils - Added Time() to App class to gather the apps run time in seconds - Updated almost every part of the sourcecode to the D7 Style guide
This commit is contained in:
@@ -14,7 +14,7 @@
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} \
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})
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namespace amy {
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namespace Amy {
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const char* __ironshader__ = R"(; LI7 Shader
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; Constants
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.constf myconst(0.0, 1.0, 0.00392156862745, 0.0)
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@@ -56,117 +56,117 @@ unsigned char li_shader[] = {
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};
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// clang-format on
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size_t li_shader_size = 0x124;
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std::vector<iron::vertex, linearAllocator<iron::vertex>> iron::m_vbuf;
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std::vector<u16, linearAllocator<u16>> iron::m_ibuf;
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int iron::uLocProj = 0;
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c3d::shader* iron::m_shader = nullptr;
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mat4 iron::m_mtx;
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int iron::m_idx = 0, iron::m_vtx = 0;
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texture* iron::m_solid = nullptr;
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std::vector<Iron::Vertex, linearAllocator<Iron::Vertex>> Iron::m_vbuf;
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std::vector<u16, linearAllocator<u16>> Iron::m_ibuf;
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int Iron::uLocProj = 0;
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C3D::Shader* Iron::m_shader = nullptr;
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mat4 Iron::m_mtx;
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int Iron::m_idx = 0, Iron::m_vtx = 0;
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Texture* Iron::m_solid = nullptr;
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void iron::init() {
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setupShader();
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void Iron::Init() {
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pSetupShader();
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m_vbuf.resize(4 * 4096);
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m_ibuf.resize(6 * 4096);
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initSolidTex();
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pInitSolidTex();
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}
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void iron::newFrame() {
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void Iron::NewFrame() {
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m_idx = 0;
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m_vtx = 0;
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}
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void iron::drawOn(c3d::screen* screen) {
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m_shader->use();
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m_mtx = mat4::ortho(0.f, (float)screen->width(), (float)screen->height(), 0.f,
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void Iron::DrawOn(C3D::Screen* screen) {
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m_shader->Use();
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m_mtx = mat4::ortho(0.f, (float)screen->Width(), (float)screen->Height(), 0.f,
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1.f, -1.f);
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m_shader->setMat4(uLocProj, m_mtx);
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m_shader->SetMat4(uLocProj, m_mtx);
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}
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void iron::draw(const std::vector<iron::command::ref>& data) {
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void Iron::Draw(const std::vector<Iron::Command::ref>& data) {
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// disable depthtest cause we have no z buffer
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c3d::depthTest(false);
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fragConfig();
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C3D::DepthTest(false);
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pFragConfig();
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size_t i = 0;
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while (i < data.size()) {
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texture* tex = data[i]->tex;
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Texture* tex = data[i]->Tex;
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if (!tex) {
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i++;
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continue;
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}
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auto scissorOn = data[i]->scissorOn;
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auto scissor = data[i]->scissorRect;
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auto scissorOn = data[i]->ScissorOn;
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auto scissor = data[i]->ScissorRect;
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auto start = i;
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// Loop until a statgechange and copy all data into vertex/index buf
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while (i < data.size() && scissorOn == data[i]->scissorOn &&
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scissor == data[i]->scissorRect && tex == data[i]->tex) {
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// Loop until a statgechange and copy all data into Vertex/index buf
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while (i < data.size() && scissorOn == data[i]->ScissorOn &&
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scissor == data[i]->ScissorRect && tex == data[i]->Tex) {
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auto c = data[i].get();
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for (int j = 0; j < c->indexBuf.size(); j++) {
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m_ibuf[m_idx++] = m_vtx + c->indexBuf[j];
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for (int j = 0; j < c->IndexBuf.size(); j++) {
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m_ibuf[m_idx++] = m_vtx + c->IndexBuf[j];
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}
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for (int j = 0; j < c->vertexBuf.size(); j++) {
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m_vbuf[m_vtx++] = c->vertexBuf[j];
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for (int j = 0; j < c->VertexBuf.size(); j++) {
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m_vbuf[m_vtx++] = c->VertexBuf[j];
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}
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i++;
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}
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///// SCISSOR LOGIC BEG /////
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///// SCISSOR LOGIC END /////
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tex->bind();
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c3d::bufCfg<3>(m_vbuf.data(), sizeof(vertex));
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c3d::drawElements(i - start, m_ibuf.data() + start);
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tex->Bind();
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C3D::BufCfg<3>(m_vbuf.data(), sizeof(Vertex));
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C3D::DrawElements(i - start, m_ibuf.data() + start);
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}
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c3d::depthTest(true);
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C3D::DepthTest(true);
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}
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void iron::setupShader() {
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m_shader = new c3d::shader();
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m_shader->load("romfs:/shaders/lithium.shbin");
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// m_shader->compile(__ironshader__);
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m_shader->input(GPU_FLOAT, 2); // pos
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m_shader->input(GPU_FLOAT, 2); // uv
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m_shader->input(GPU_UNSIGNED_BYTE, 4); // color
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void Iron::pSetupShader() {
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m_shader = new C3D::Shader();
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m_shader->Load("romfs:/shaders/lithium.shbin");
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// m_shader->Compile(__ironshader__);
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m_shader->Input(GPU_FLOAT, 2); // pos
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m_shader->Input(GPU_FLOAT, 2); // uv
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m_shader->Input(GPU_UNSIGNED_BYTE, 4); // color
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uLocProj = m_shader->loc("projection");
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}
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void iron::fragConfig() {
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c3d::frag::edit();
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c3d::frag::src(C3D_Both, GPU_TEXTURE0);
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c3d::frag::func(C3D_Both, GPU_MODULATE);
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void Iron::pFragConfig() {
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C3D::Frag::Edit();
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C3D::Frag::Src(C3D_Both, GPU_TEXTURE0);
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C3D::Frag::Func(C3D_Both, GPU_MODULATE);
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}
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void iron::initSolidTex() {
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void Iron::pInitSolidTex() {
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// i know there is a lot of memory wasted :(
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std::vector<uc> pixels(16 * 16 * 4, 0xff);
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m_solid = new texture();
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m_solid->load(pixels, 16, 16);
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m_solid = new Texture();
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m_solid->Load(pixels, 16, 16);
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}
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bool iron::inBox(const fvec2& pos, const fvec2& size, const fvec4& area) {
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bool Iron::InBox(const fvec2& pos, const fvec2& size, const fvec4& area) {
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return (pos.x + size.x >= area.x && pos.y + size.y >= area.y &&
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pos.x <= area.z && pos.y <= area.w);
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}
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bool iron::inBox(const fvec2& pos, const fvec4& area) {
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bool Iron::InBox(const fvec2& pos, const fvec4& area) {
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return (pos.x > area.x && pos.x < area.x + area.z && pos.y > area.y &&
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pos.y < area.y + area.w);
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}
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bool iron::inBox(const fvec2& a, const fvec2& b, const fvec2& c,
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bool Iron::InBox(const fvec2& a, const fvec2& b, const fvec2& c,
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const fvec4& area) {
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return ((a.x < area.z && b.x < area.z && c.x < area.z) ||
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(a.y < area.w && b.y < area.w && c.y < area.w) ||
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(a.x > 0 && b.x > 0 && c.x > 0) || (a.y > 0 && b.y > 0 && c.y > 0));
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}
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void iron::rotateCorner(fvec2& pos, float s, float c) {
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void Iron::RotateCorner(fvec2& pos, float s, float c) {
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float x = pos.x * c - pos.y * s;
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float y = pos.y * c - pos.x * s;
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pos = fvec2(x, y);
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}
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rect iron::primRect(const fvec2& pos, const fvec2& size, float angle) {
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Rect Iron::PrimRect(const fvec2& pos, const fvec2& size, float angle) {
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fvec2 c = size * 0.5f; // Center
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fvec2 corner[4] = {
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fvec2(-c.x, -c.y),
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@@ -180,16 +180,16 @@ rect iron::primRect(const fvec2& pos, const fvec2& size, float angle) {
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float s = std::sin(angle);
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float co = std::cos(angle);
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for (int i = 0; i < 4; i++) {
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rotateCorner(corner[i], s, co);
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RotateCorner(corner[i], s, co);
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}
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}
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// Return Result
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return rect(corner[0] + pos + c, corner[1] + pos + c, corner[2] + pos + c,
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return Rect(corner[0] + pos + c, corner[1] + pos + c, corner[2] + pos + c,
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corner[3] + pos + c);
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}
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rect iron::primLine(const fvec2& a, const fvec2& b, int thickness) {
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Rect Iron::PrimLine(const fvec2& a, const fvec2& b, int thickness) {
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// Using the vec maths api makes the code as short as it is
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fvec2 dir = a - b;
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float len = dir.Len();
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@@ -197,35 +197,35 @@ rect iron::primLine(const fvec2& a, const fvec2& b, int thickness) {
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fvec2 perpendicular(-unit_dir.y, unit_dir.x);
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fvec2 off = perpendicular * ((float)thickness * 0.5f);
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return rect(a + off, b + off, a - off, b - off);
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return Rect(a + off, b + off, a - off, b - off);
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}
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void iron::cmdQuad(command* cmd, const rect& q, const rect& uv, ui color) {
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cmd->add(0).add(1).add(2);
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cmd->add(0).add(2).add(3);
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cmd->add(vertex(q.botRight(), uv.botRight(), color));
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cmd->add(vertex(q.topRight(), uv.topRight(), color));
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cmd->add(vertex(q.topLeft(), uv.topLeft(), color));
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cmd->add(vertex(q.botLeft(), uv.botLeft(), color));
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void Iron::CmdQuad(Command* cmd, const Rect& q, const Rect& uv, ui color) {
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cmd->Add(0).Add(1).Add(2);
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cmd->Add(0).Add(2).Add(3);
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cmd->Add(Vertex(q.BotRight(), uv.BotRight(), color));
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cmd->Add(Vertex(q.TopRight(), uv.TopRight(), color));
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cmd->Add(Vertex(q.TopLeft(), uv.TopLeft(), color));
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cmd->Add(Vertex(q.BotLeft(), uv.BotLeft(), color));
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}
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void iron::cmdTriangle(command* cmd, const fvec2& a, const fvec2& b,
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void Iron::CmdTriangle(Command* cmd, const fvec2& a, const fvec2& b,
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const fvec2& c, ui color) {
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cmd->add(2).add(1).add(0); // reverse cause otherwise invisible
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cmd->add(vertex(a, fvec2(0, 1), color));
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cmd->add(vertex(b, fvec2(1, 1), color));
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cmd->add(vertex(c, fvec2(1, 0), color));
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cmd->Add(2).Add(1).Add(0); // reverse cause otherwise invisible
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cmd->Add(Vertex(a, fvec2(0, 1), color));
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cmd->Add(Vertex(b, fvec2(1, 1), color));
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cmd->Add(Vertex(c, fvec2(1, 0), color));
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}
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void iron::cmdConvexPolyFilled(command* cmd, const std::vector<fvec2>& points,
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ui color, texture* tex) {
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void Iron::CmdConvexPolyFilled(Command* cmd, const std::vector<fvec2>& points,
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ui color, Texture* tex) {
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if (points.size() < 3 || tex == nullptr) {
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#ifdef AMY_GOD_DEV
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return;
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#else
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throw std::runtime_error("[amy] iron: trying to render convex poly with " +
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std::to_string(points.size()) +
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" points and texture " + std::to_string((ui)tex));
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" points and Texture " + std::to_string((ui)tex));
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#endif
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}
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// Support for Custom Textures (UV calculation)
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@@ -240,13 +240,13 @@ void iron::cmdConvexPolyFilled(command* cmd, const std::vector<fvec2>& points,
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}
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// Get Short defines for UV
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// (Bottom Right is not required)
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auto uv_tl = tex->uv().topLeft();
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auto uv_tr = tex->uv().topRight();
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auto uv_bl = tex->uv().botLeft();
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auto uv_tl = tex->Uv().TopLeft();
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auto uv_tr = tex->Uv().TopRight();
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auto uv_bl = tex->Uv().BotLeft();
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// Render
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for (int i = 2; i < (int)points.size(); i++) {
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cmd->add(0).add(i).add(i - 1);
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cmd->Add(0).Add(i).Add(i - 1);
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}
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for (int i = 0; i < (int)points.size(); i++) {
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// Calculate U and V coords
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@@ -254,7 +254,7 @@ void iron::cmdConvexPolyFilled(command* cmd, const std::vector<fvec2>& points,
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uv_tl.x + ((points[i].x - minX) / (maxX - minX)) * (uv_tr.x - uv_tl.x);
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float v =
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uv_tl.y + ((points[i].y - minY) / (maxY - minY)) * (uv_bl.y - uv_tl.y);
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cmd->add(vertex(points[i], fvec2(u, v), color));
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cmd->Add(Vertex(points[i], fvec2(u, v), color));
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}
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}
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} // namespace amy
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} // namespace Amy
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