Add rendering functions (crashes)

This commit is contained in:
2025-11-24 22:11:26 +01:00
parent a9eed546b9
commit 692611e162
9 changed files with 597 additions and 18 deletions

View File

@@ -1,5 +1,271 @@
#include <amethyst/iron.hpp>
/** Setup for everything (oder so) */
enum LiPathRectFlags_ : amy::ui {
LiPathRectFlags_None = 0,
LiPathRectFlags_KeepTopLeft = (1 << 0),
LiPathRectFlags_KeepTopRight = (1 << 1),
LiPathRectFlags_KeepBotRight = (1 << 2),
LiPathRectFlags_KeepBotLeft = (1 << 3),
LiPathRectFlags_KeepTop = (1 << 0) | (1 << 1),
LiPathRectFlags_KeepBot = (1 << 2) | (1 << 3),
LiPathRectFlags_KeepLeft = (1 << 0) | (1 << 3),
LiPathRectFlags_KeepRight = (1 << 1) | (1 << 2),
};
namespace amy {
void iron::drawlist::merge(iron::drawlist* list) {}
constexpr auto __pi = std::numbers::pi;
void iron::drawlist::merge(iron::drawlist* list) {
for (size_t i = 0; i < list->m_data.size(); i++) {
m_data.push_back(std::move(list->m_data[i]));
}
list->clear();
}
void iron::drawlist::clear() { m_data.clear(); }
iron::command::ref iron::drawlist::newCommand() {
auto ret = std::make_unique<command>();
ret->layer = m_layer;
ret->index = m_data.size();
ret->tex = m_tex;
return ret;
}
void iron::drawlist::clipCmd(command* ptr) {
if (!clipRects.empty()) {
ptr->scissorOn = true;
ptr->scissorRect = ivec4(clipRects.top());
}
}
void iron::drawlist::push(command::ref cmd) {
m_data.push_back(std::move(cmd));
}
void iron::drawlist::drawSolid() { m_tex = iron::whiteTex(); }
void iron::drawlist::pathArcToN(const fvec2& c, float radius, float a_min,
float a_max, int segments) {
// pathAdd(c)
pathReserve(segments + 1);
for (int i = 0; i < segments; i++) {
float a = a_min + ((float)i / (float)segments) * (a_max - a_min);
pathAdd(fvec2(c.x + std::cos(a) * radius, c.y + std::sin(a) * radius));
}
}
void iron::drawlist::pathFastArcToN(const fvec2& c, float r, float amin,
float amax, int s) {
/**
* Funcion with less division overhead
* Usefull for stuff where a lot of calculations are required
*/
float d = (amax - amin) / s;
pathReserve(s + 1);
for (int i = 0; i <= s; i++) {
float a = amin + i * d;
pathAdd(fvec2(c.x + std::cos(a) * r, c.y + std::sin(a) * r));
}
}
void iron::drawlist::pathRect(const fvec2& a, const fvec2& b, float rounding) {
if (rounding == 0.f) {
pathAdd(a);
pathAdd(fvec2(b.x, a.y));
pathAdd(b);
pathAdd(fvec2(a.x, b.y));
} else {
float r = std::min({rounding, (b.x - a.x) * 0.5f, (b.y - a.y) * 0.5f});
/** Calculate Optimal segment count automatically */
float corner = __pi * 0.5f;
int segments = std::max(3, int(std::ceil(corner / (6.0f * __pi / 180.0f))));
/**
* To Correctly render filled shapes with Paths API
* The Commands need to be setup clockwise
*/
/** Top Left */
pathAdd(fvec2(a.x + r, a.y));
pathFastArcToN(fvec2(b.x - r, a.y + r), r, -__pi / 2.0f, 0.0f, segments);
/** Top Right */
pathAdd(fvec2(b.x, b.y - r));
pathFastArcToN(fvec2(b.x - r, b.y - r), r, 0.0f, __pi / 2.0f, segments);
/** Bottom Right */
pathAdd(fvec2(a.x + r, b.y));
pathFastArcToN(fvec2(a.x + r, b.y - r), r, __pi / 2.0f, __pi, segments);
/** Bottom Left */
pathAdd(fvec2(a.x, a.y + r));
pathFastArcToN(fvec2(a.x + r, a.y + r), r, __pi, 3.0f * __pi / 2.0f,
segments);
}
}
void iron::drawlist::pathRectEx(const fvec2& a, const fvec2& b, float rounding,
ui flags) {
if (rounding == 0.f) {
pathAdd(a);
pathAdd(fvec2(b.x, a.y));
pathAdd(b);
pathAdd(fvec2(a.x, b.y));
} else {
float r = std::min({rounding, (b.x - a.x) * 0.5f, (b.y - a.y) * 0.5f});
/** Calculate Optimal segment count automatically */
float corner = __pi * 0.5f;
int segments = std::max(3, int(std::ceil(corner / (6.0f * __pi / 180.0f))));
/**
* To Correctly render filled shapes with Paths API
* The Commands need to be setup clockwise
*/
/** Top Left */
if (flags & LiPathRectFlags_KeepTopLeft) {
pathAdd(a);
} else {
pathAdd(fvec2(a.x + r, a.y));
pathFastArcToN(fvec2(b.x - r, a.y + r), r, -__pi / 2.0f, 0.0f, segments);
}
/** Top Right */
if (flags & LiPathRectFlags_KeepTopRight) {
pathAdd(fvec2(b.x, a.y));
} else {
pathAdd(fvec2(b.x, b.y - r));
pathFastArcToN(fvec2(b.x - r, b.y - r), r, 0.0f, __pi / 2.0f, segments);
}
/** Bottom Right */
if (flags & LiPathRectFlags_KeepBotRight) {
pathAdd(b);
} else {
pathAdd(fvec2(a.x + r, b.y));
pathFastArcToN(fvec2(a.x + r, b.y - r), r, __pi / 2.0f, __pi, segments);
}
/** Bottom Left */
if (flags & LiPathRectFlags_KeepBotLeft) {
pathAdd(fvec2(a.x, b.y));
} else {
pathAdd(fvec2(a.x, a.y + r));
pathFastArcToN(fvec2(a.x + r, a.y + r), r, __pi, 3.0f * __pi / 2.0f,
segments);
}
}
}
void iron::drawlist::drawRect(const fvec2& pos, const fvec2& size, ui color,
int thickness) {
pathRect(pos, pos + size);
pathStroke(color, thickness, 1);
}
void iron::drawlist::drawRectFilled(const fvec2& pos, const fvec2& size,
ui color) {
pathRect(pos, pos + size);
pathFill(color);
}
void iron::drawlist::drawTriangle(const fvec2& a, const fvec2& b,
const fvec2& c, ui color, int thickness) {
pathAdd(a);
pathAdd(b);
pathAdd(c);
pathStroke(color, thickness, 1);
}
void iron::drawlist::drawTriangleFilled(const fvec2& a, const fvec2& b,
const fvec2& c, ui color) {
pathAdd(a);
pathAdd(b);
pathAdd(c);
pathFill(color);
}
void iron::drawlist::drawCircle(const fvec2& center, float rad, ui color,
int segments, int thickness) {
if (segments <= 0) {
// Auto Segment
} else {
float am = (__pi * 2.0f) * ((float)segments) / (float)segments;
pathArcToN(center, rad, 0.f, am, segments);
}
drawSolid(); // Only Solid Color Supported
pathStroke(color, thickness, 1);
}
void iron::drawlist::drawCircleFilled(const fvec2& center, float rad, ui color,
int segments) {
if (segments <= 0) {
// Auto Segment
} else {
float am = (__pi * 2.0f) * ((float)segments) / (float)segments;
pathArcToN(center, rad, 0.f, am, segments);
}
pathFill(color);
}
void iron::drawlist::drawPolyLine(const std::vector<fvec2>& points, ui clr,
ui flags, int thickness) {
if (points.size() < 2) {
return;
}
drawSolid();
auto cmd = newCommand();
bool close = (flags & (1 << 0));
int num_points = close ? (int)points.size() : (int)points.size() - 1;
if (flags & (1 << 1)) {
// TODO: Find a way to draw less garbage looking lines
} else {
// Non antialiased lines look awful when rendering with thickness != 1
for (int i = 0; i < num_points; i++) {
int j = (i + 1) == (int)points.size() ? 0 : (i + 1);
auto line = primLine(points[i], points[j], thickness);
cmdQuad(cmd.get(), line, fvec4(0.f, 1.f, 1.f, 0.f), clr);
}
}
push(std::move(cmd));
}
void iron::drawlist::drawConvexPolyFilled(const std::vector<fvec2>& points,
ui clr) {
if (points.size() < 3) {
return; // Need at least three points
}
auto cmd = newCommand();
cmdConvexPolyFilled(cmd.get(), points, clr, m_tex);
push(std::move(cmd));
}
void iron::drawlist::drawText(const fvec2& pos, const std::string& text,
ui color) {
/*if (!pCurrentFont) {
return;
}
std::vector<Command::Ref> cmds;
pCurrentFont->CmdTextEx(cmds, pos, color, pFontScale, text);
for (size_t i = 0; i < cmds.size(); i++) {
cmds[i]->Index = pDrawList.size();
cmds[i]->Layer = Layer;
AddCommand(std::move(cmds[i]));
}*/
}
void iron::drawlist::drawTextEx(const fvec2& p, const std::string& text,
ui color, ui flags, const fvec2& box) {
/*if (!pCurrentFont) {
return;
}
std::vector<Command::Ref> cmds;
pCurrentFont->CmdTextEx(cmds, p, color, pFontScale, text, flags, box);
for (size_t i = 0; i < cmds.size(); i++) {
cmds[i]->Index = pDrawList.size();
cmds[i]->Layer = Layer;
AddCommand(std::move(cmds[i]));
}*/
}
void iron::drawlist::drawLine(const fvec2& a, const fvec2& b, ui color, int t) {
pathAdd(a);
pathAdd(b);
pathStroke(color, t);
}
} // namespace amy

View File

@@ -1,4 +1,17 @@
#include <amethyst/iron.hpp>
#include <iostream>
#define catch2() \
; \
({ \
std::cout << std::format("{}:{}", __FILE__, __LINE__) << std::endl; \
while (aptMainLoop()) { \
hidScanInput(); \
if (hidKeysDown() & KEY_A) { \
break; \
} \
} \
})
namespace amy {
const char* __ironshader__ = R"(; LI7 Shader
@@ -35,17 +48,26 @@ const char* __ironshader__ = R"(; LI7 Shader
mov out_color, r1
end
.end)";
// clang-format off
unsigned char li_shader[] = {
0x44, 0x56, 0x4c, 0x42, 0x1, 0x0, 0x0, 0x0, 0xa4, 0x0, 0x0, 0x0, 0x44, 0x56, 0x4c, 0x50, 0x0, 0x0, 0x0, 0x0, 0x28, 0x0, 0x0, 0x0, 0xa, 0x0, 0x0, 0x0, 0x50, 0x0, 0x0, 0x0, 0x9, 0x0, 0x0, 0x0, 0x98, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x4e, 0x1, 0xf0, 0x7, 0x4e, 0x2, 0x8, 0x2, 0x8, 0x3, 0x18, 0x2, 0x8, 0x4, 0x28, 0x2, 0x8, 0x5, 0x38, 0x2, 0x8, 0x6, 0x10, 0x40, 0x4c, 0x7, 0xf1, 0x27, 0x22, 0x8, 0x10, 0x21, 0x4c, 0x0, 0x0, 0x0, 0x88, 0xac, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xa1, 0xa, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x68, 0xc3, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x64, 0xc3, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x62, 0xc3, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x61, 0xc3, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0xaf, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x4f, 0xd5, 0x6, 0x0, 0x0, 0x0, 0x0, 0x0, 0x6f, 0x3, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x44, 0x56, 0x4c, 0x45, 0x2, 0x10, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xa, 0x0, 0x0, 0x0, 0x0, 0x0, 0x7, 0x0, 0x0, 0x0, 0x0, 0x0, 0x40, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x54, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x54, 0x0, 0x0, 0x0, 0x3, 0x0, 0x0, 0x0, 0x6c, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x74, 0x0, 0x0, 0x0, 0xb, 0x0, 0x0, 0x0, 0x2, 0x0, 0x5f, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x0, 0x1, 0x1, 0x37, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf, 0x0, 0x0, 0x0, 0x2, 0x0, 0x1, 0x0, 0xf, 0x0, 0x0, 0x0, 0x3, 0x0, 0x2, 0x0, 0xf, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x10, 0x0, 0x13, 0x0, 0x70, 0x72, 0x6f, 0x6a, 0x65, 0x63, 0x74, 0x69, 0x6f, 0x6e, 0x0, 0x0,
};
// clang-format on
size_t li_shader_size = 0x124;
std::vector<iron::vertex, linearAllocator<iron::vertex>> iron::m_vbuf;
std::vector<u16, linearAllocator<u16>> iron::m_ibuf;
int iron::uLocProj = 0;
c3d::shader* iron::m_shader = nullptr;
mat4 iron::m_mtx;
int iron::m_idx = 0, iron::m_vtx = 0;
texture* iron::m_solid = nullptr;
void iron::init() {
setupShader();
m_vbuf.resize(4 * 4096);
m_ibuf.resize(6 * 4096);
initSolidTex();
}
void iron::newFrame() {
@@ -53,11 +75,16 @@ void iron::newFrame() {
m_vtx = 0;
}
C3D_Mtx m;
void iron::drawOn(c3d::screen* screen) {
m_shader->use();
Mtx_Identity(&m);
Mtx_OrthoTilt(&m, 0.f, (float)screen->width(), (float)screen->height(), 0.f,
1.f, -1.f, false);
m_mtx = mat4::ortho(0.f, (float)screen->width(), (float)screen->height(), 0.f,
1.f, -1.f);
m_shader->setMat4(uLocProj, m_mtx);
m_shader->setMat4(uLocProj, &m);
}
void iron::draw(const std::vector<iron::command::ref>& data) {
@@ -74,10 +101,12 @@ void iron::draw(const std::vector<iron::command::ref>& data) {
auto scissorOn = data[i]->scissorOn;
auto scissor = data[i]->scissorRect;
auto start = i;
// Loop until a statgechange and copy all data into vertex/index buf
while (i < data.size() && scissorOn == data[i]->scissorOn &&
scissor == data[i]->scissorRect && tex == data[i]->tex) {
auto c = data[i].get();
for (int j = 0; j < c->indexBuf.size(); j++) {
m_ibuf[m_idx++] = m_vtx + c->indexBuf[i];
}
@@ -97,7 +126,8 @@ void iron::draw(const std::vector<iron::command::ref>& data) {
void iron::setupShader() {
m_shader = new c3d::shader();
m_shader->compile(__ironshader__);
m_shader->load("romfs:/shaders/lithium.shbin");
// m_shader->compile(__ironshader__);
m_shader->input(GPU_FLOAT, 2); // pos
m_shader->input(GPU_FLOAT, 2); // uv
m_shader->input(GPU_UNSIGNED_BYTE, 4); // color
@@ -109,4 +139,126 @@ void iron::fragConfig() {
c3d::frag::src(C3D_Both, GPU_TEXTURE0);
c3d::frag::func(C3D_Both, GPU_MODULATE);
}
void iron::initSolidTex() {
// i know there is a lot of memory wasted :(
std::vector<uc> pixels(16 * 16 * 4, 0xff);
m_solid = new texture();
m_solid->load(pixels, 16, 16);
}
bool iron::inBox(const fvec2& pos, const fvec2& size, const fvec4& area) {
return (pos.x + size.x >= area.x && pos.y + size.y >= area.y &&
pos.x <= area.z && pos.y <= area.w);
}
bool iron::inBox(const fvec2& pos, const fvec4& area) {
return (pos.x > area.x && pos.x < area.x + area.z && pos.y > area.y &&
pos.y < area.y + area.w);
}
bool iron::inBox(const fvec2& a, const fvec2& b, const fvec2& c,
const fvec4& area) {
return ((a.x < area.z && b.x < area.z && c.x < area.z) ||
(a.y < area.w && b.y < area.w && c.y < area.w) ||
(a.x > 0 && b.x > 0 && c.x > 0) || (a.y > 0 && b.y > 0 && c.y > 0));
}
void iron::rotateCorner(fvec2& pos, float s, float c) {
float x = pos.x * c - pos.y * s;
float y = pos.y * c - pos.x * s;
pos = fvec2(x, y);
}
rect iron::primRect(const fvec2& pos, const fvec2& size, float angle) {
fvec2 c = size * 0.5f; // Center
fvec2 corner[4] = {
fvec2(-c.x, -c.y),
fvec2(-c.x + size.x, -c.y),
fvec2(-c.x, -c.y + size.y),
fvec2(-c.x + size.x, -c.y + size.y),
};
// Only rotate if required
if (angle != 0.f) {
float s = std::sin(angle);
float co = std::cos(angle);
for (int i = 0; i < 4; i++) {
rotateCorner(corner[i], s, co);
}
}
// Return Result
return rect(corner[0] + pos + c, corner[1] + pos + c, corner[2] + pos + c,
corner[3] + pos + c);
}
rect iron::primLine(const fvec2& a, const fvec2& b, int thickness) {
// Using the vec maths api makes the code as short as it is
fvec2 dir = a - b;
float len = dir.Len();
fvec2 unit_dir = dir / len;
fvec2 perpendicular(-unit_dir.y, unit_dir.x);
fvec2 off = perpendicular * ((float)thickness * 0.5f);
return rect(a + off, b + off, a - off, b - off);
}
void iron::cmdQuad(command* cmd, const rect& q, const rect& uv, ui color) {
cmd->add(0).add(1).add(2);
cmd->add(0).add(2).add(3);
cmd->add(vertex(q.botRight(), uv.botRight(), color));
cmd->add(vertex(q.topRight(), uv.topRight(), color));
cmd->add(vertex(q.topLeft(), uv.topLeft(), color));
cmd->add(vertex(q.botLeft(), uv.botLeft(), color));
}
void iron::cmdTriangle(command* cmd, const fvec2& a, const fvec2& b,
const fvec2& c, ui color) {
cmd->add(2).add(1).add(0); // reverse cause otherwise invisible
cmd->add(vertex(a, fvec2(0, 1), color));
cmd->add(vertex(b, fvec2(1, 1), color));
cmd->add(vertex(c, fvec2(1, 0), color));
}
void iron::cmdConvexPolyFilled(command* cmd, const std::vector<fvec2>& points,
ui color, texture* tex) {
if (points.size() < 3 || tex == nullptr) {
#ifdef AMY_GOD_DEV
return;
#else
throw std::runtime_error("[amy] iron: trying to render convex poly with " +
std::to_string(points.size()) +
" points and texture " + std::to_string((ui)tex));
#endif
}
// Support for Custom Textures (UV calculation)
float minX = points[0].x, minY = points[0].y;
float maxX = minX, maxY = minY;
// Check for the max and min Positions
for (const auto& it : points) {
if (it.x < minX) minX = it.x;
if (it.y < minY) minY = it.y;
if (it.x > maxX) maxX = it.x;
if (it.y > maxY) maxY = it.y;
}
// Get Short defines for UV
// (Bottom Right is not required)
auto uv_tl = tex->uv().topLeft();
auto uv_tr = tex->uv().topRight();
auto uv_bl = tex->uv().botLeft();
// Render
for (int i = 2; i < (int)points.size(); i++) {
cmd->add(0).add(i).add(i - 1);
}
for (int i = 0; i < (int)points.size(); i++) {
// Calculate U and V coords
float u =
uv_tl.x + ((points[i].x - minX) / (maxX - minX)) * (uv_tr.x - uv_tl.x);
float v =
uv_tl.y + ((points[i].y - minY) / (maxY - minY)) * (uv_bl.y - uv_tl.y);
cmd->add(vertex(points[i], fvec2(u, v), color));
}
}
} // namespace amy