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

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@@ -46,10 +46,17 @@ class example : public amy::app {
public: public:
example() { example() {
amy::ctru::init(); amy::ctru::init();
consoleInit(GFX_BOTTOM, NULL);
amy::c3d::init(); amy::c3d::init();
m_top = amy::c3d::createScreen(GFX_TOP, GFX_LEFT); m_top = amy::c3d::createScreen(GFX_TOP, GFX_LEFT);
amy::iron::init(); amy::iron::init();
}; dl = new amy::iron::drawlist();
dl->drawSolid();
// throw std::runtime_error(std::format(
// "solid tex: {:#08x}\nsize: {}\nptr: {:#08x}",
// (amy::ui)amy::iron::whiteTex(), amy::iron::whiteTex()->size(),
// (amy::ui)amy::iron::whiteTex()->ptr()));
};
~example() { ~example() {
amy::c3d::deleteScreen(m_top); amy::c3d::deleteScreen(m_top);
amy::c3d::deinit(); amy::c3d::deinit();
@@ -59,13 +66,17 @@ class example : public amy::app {
amy::c3d::startFrame(); amy::c3d::startFrame();
m_top->startDraw(); m_top->startDraw();
m_top->clear(); m_top->clear();
dl->drawRectFilled(0, 50, 0xff00ff00);
amy::iron::newFrame(); amy::iron::newFrame();
amy::iron::drawOn(m_top); amy::iron::drawOn(m_top);
amy::iron::draw(dl->data());
dl->clear();
amy::c3d::endFrame(); amy::c3d::endFrame();
} }
private: private:
amy::c3d::screen* m_top = nullptr; amy::c3d::screen* m_top = nullptr;
amy::iron::drawlist* dl = nullptr;
}; };
int main() { int main() {

View File

@@ -83,7 +83,8 @@ class c3d {
static void deleteScreen(screen* screen); static void deleteScreen(screen* screen);
static void drawArrays(int start, int count, static void drawArrays(int start, int count,
GPU_Primitive_t prim = GPU_TRIANGLES); GPU_Primitive_t prim = GPU_TRIANGLES);
static void drawElements(int count, const void* idx_ptr, int type = GPU_SHORT, static void drawElements(int count, const void* idx_ptr,
int type = C3D_UNSIGNED_SHORT,
GPU_Primitive_t prim = GPU_TRIANGLES); GPU_Primitive_t prim = GPU_TRIANGLES);
static void depthTest(bool on, GPU_TESTFUNC func = GPU_GREATER, static void depthTest(bool on, GPU_TESTFUNC func = GPU_GREATER,
GPU_WRITEMASK mask = GPU_WRITE_ALL); GPU_WRITEMASK mask = GPU_WRITE_ALL);

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@@ -1,10 +1,10 @@
#pragma once #pragma once
#include <algorithm>
#include <amethyst/c3d.hpp> #include <amethyst/c3d.hpp>
#include <amethyst/linearAlloc.hpp> #include <amethyst/linearAlloc.hpp>
#include <amethyst/maths/mat.hpp> #include <amethyst/maths/mat.hpp>
#include <amethyst/maths/vec.hpp> #include <amethyst/maths/vec.hpp>
#include <amethyst/rect.hpp>
#include <amethyst/texture.hpp> #include <amethyst/texture.hpp>
#include <amethyst/types.hpp> #include <amethyst/types.hpp>
@@ -12,18 +12,23 @@ namespace amy {
class iron { class iron {
public: public:
struct vertex { struct vertex {
vertex(float x, float y, float u, float v, u32 clr) { vertex(float x, float y, float u, float v, ui clr) {
pos.x = x; pos.x = x;
pos.y = y; pos.y = y;
uv.x = x; uv.x = x;
uv.y = y; uv.y = y;
color = clr; color = clr;
} }
vertex(const fvec2& pos, const fvec2& uv, ui clr) {
this->pos = pos;
this->uv = uv;
this->color = clr;
}
vertex() {} vertex() {}
amy::fvec2 pos; amy::fvec2 pos;
amy::fvec2 uv; amy::fvec2 uv;
u32 color = 0; ui color = 0;
}; };
class command { class command {
public: public:
@@ -57,6 +62,8 @@ class iron {
drawlist(drawlist&&) noexcept = default; drawlist(drawlist&&) noexcept = default;
drawlist& operator=(drawlist&&) noexcept = default; drawlist& operator=(drawlist&&) noexcept = default;
std::vector<command::ref>& data() { return m_data; }
void merge(drawlist* list); void merge(drawlist* list);
command::ref newCommand(); command::ref newCommand();
void push(command ::ref cmd); void push(command ::ref cmd);
@@ -65,9 +72,56 @@ class iron {
void drawSolid(); void drawSolid();
void drawTex(texture* tex) { m_tex = tex; } void drawTex(texture* tex) { m_tex = tex; }
/** Draw Api */
void drawRect(const fvec2& pos, const fvec2& size, ui color,
int thickness = 1);
void drawRectFilled(const fvec2& pos, const fvec2& size, ui color);
void drawTriangle(const fvec2& a, const fvec2& b, const fvec2& c, ui color,
int thickness = 1);
void drawTriangleFilled(const fvec2& a, const fvec2& b, const fvec2& c,
ui color);
void drawCircle(const fvec2& center, float radius, ui color, int segments,
int thickness = 1);
void drawCircleFilled(const fvec2& center, float radius, ui color,
int segments);
void drawText(const fvec2& pos, const std::string& text, ui color);
void drawTextEx(const fvec2& pos, const std::string& text, ui color,
ui flags, const fvec2& box = 0);
void drawLine(const fvec2& a, const fvec2& b, ui color, int thickness = 1);
void drawPolyLine(const std::vector<fvec2>& points, ui color, ui flags = 0,
int thickness = 1);
void drawConvexPolyFilled(const std::vector<fvec2>& points, ui color);
/** Path api */
void pathAdd(const fvec2& pos) { m_path.push_back(std::move(pos)); }
void pathClear() { m_path.clear(); }
void pathReserve(size_t count) { m_path.reserve(m_path.size() + count); }
void pathStroke(ui color, int thickness = 1, ui flags = 0) {
drawPolyLine(m_path, color, flags, thickness);
pathClear();
}
void pathFill(ui color) { drawConvexPolyFilled(m_path, color); }
void pathArcToN(const fvec2& c, float radius, float a_min, float a_max,
int segments);
void pathFastArcToN(const fvec2& c, float radius, float a_min, float a_max,
int segments);
void pathRect(const fvec2& a, const fvec2& b, float rounding = 0.f);
void pathRectEx(const fvec2& a, const fvec2& b, float rounfing, ui flags);
void pushClipRect(const fvec4& clip) { clipRects.push(clip); }
void popClipRect() {
if (!clipRects.empty()) clipRects.pop();
}
operator std::vector<command::ref>&() { return m_data; }
private: private:
void clipCmd(command* ptr);
std::vector<command::ref> m_data; std::vector<command::ref> m_data;
texture* m_tex; std::vector<fvec2> m_path;
texture* m_tex = nullptr;
std::stack<fvec4> clipRects;
int m_layer = 0;
}; };
iron() = default; iron() = default;
~iron() = default; ~iron() = default;
@@ -76,10 +130,28 @@ class iron {
static void newFrame(); static void newFrame();
static void drawOn(c3d::screen* screen); static void drawOn(c3d::screen* screen);
static void draw(const std::vector<command::ref>& data); static void draw(const std::vector<command::ref>& data);
static texture* whiteTex() { return m_solid; }
/** Static renderer utility funcs */
static void rotateCorner(fvec2& pos, float s, float c);
static rect primRect(const fvec2& pos, const fvec2& size, float angle = 0.f);
static rect primLine(const fvec2& a, const fvec2& b, int thickness = 1);
static void cmdQuad(command* cmd, const rect& q, const rect& uv, ui color);
static void cmdTriangle(command* cmd, const fvec2& a, const fvec2& b,
const fvec2& c, ui clr);
static void cmdConvexPolyFilled(command* cmd,
const std::vector<fvec2>& points, ui clr,
texture* tex);
static bool inBox(const fvec2& pos, const fvec2& size, const fvec4& area);
static bool inBox(const fvec2& pos, const fvec4& area);
static bool inBox(const fvec2& a, const fvec2& b, const fvec2& c,
const fvec4& area);
private: private:
static void setupShader(); static void setupShader();
static void fragConfig(); static void fragConfig();
static void initSolidTex();
static std::vector<vertex, linearAllocator<vertex>> m_vbuf; static std::vector<vertex, linearAllocator<vertex>> m_vbuf;
static std::vector<u16, linearAllocator<u16>> m_ibuf; static std::vector<u16, linearAllocator<u16>> m_ibuf;
@@ -87,5 +159,6 @@ class iron {
static c3d::shader* m_shader; static c3d::shader* m_shader;
static mat4 m_mtx; static mat4 m_mtx;
static int m_idx, m_vtx; static int m_idx, m_vtx;
static texture* m_solid;
}; };
} // namespace amy } // namespace amy

61
include/amethyst/rect.hpp Normal file
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@@ -0,0 +1,61 @@
#pragma once
#include <amethyst/types.hpp>
namespace amy {
class rect {
public:
rect() : m_top(0), m_bot(0) {}
~rect() = default;
rect(const fvec4& t, const fvec4& b) : m_top(t), m_bot(b) {}
rect(const fvec2& tl, const fvec2& tr, const fvec2& bl, const fvec2& br)
: m_top(tl, tr), m_bot(bl, br) {}
rect(const fvec4& duv)
: m_top(duv.x, duv.y, duv.z, duv.y), m_bot(duv.x, duv.w, duv.z, duv.w) {}
fvec2 topLeft() const { return fvec2(m_top.x, m_top.y); }
fvec2 topRight() const { return fvec2(m_top.z, m_top.w); }
fvec2 botLeft() const { return fvec2(m_bot.x, m_bot.y); }
fvec2 botRight() const { return fvec2(m_bot.z, m_bot.w); }
fvec4 top() const { return m_top; }
fvec4& top() { return m_top; }
fvec4 bot() const { return m_bot; }
fvec4& bot() { return m_bot; }
rect& topLeft(const fvec2& v) {
m_top.x = v.x;
m_top.y = v.y;
return *this;
}
rect& topRight(const fvec2& v) {
m_top.z = v.x;
m_top.w = v.y;
return *this;
}
rect& botLeft(const fvec2& v) {
m_bot.x = v.x;
m_bot.y = v.y;
return *this;
}
rect& botRight(const fvec2& v) {
m_bot.z = v.x;
m_bot.w = v.y;
return *this;
}
void swapVec2XY() {
m_top.SwapXY();
m_top.SwapZW();
m_bot.SwapXY();
m_bot.SwapZW();
}
private:
fvec4 m_top;
fvec4 m_bot;
};
} // namespace amy

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@@ -4,6 +4,7 @@
#include <amethyst/asset.hpp> #include <amethyst/asset.hpp>
#include <amethyst/image.hpp> #include <amethyst/image.hpp>
#include <amethyst/rect.hpp>
#include <amethyst/types.hpp> #include <amethyst/types.hpp>
namespace amy { namespace amy {
@@ -13,6 +14,8 @@ class texture : public asset {
texture(cstr& path); texture(cstr& path);
~texture(); ~texture();
void load(cstr& path); void load(cstr& path);
void load(const std::vector<uc>& pixels, int w, int h, int bpp = 4,
image::format fmt = image::RGBA);
void unload(); void unload();
int w() const { return m_size.x; } int w() const { return m_size.x; }
@@ -21,6 +24,7 @@ class texture : public asset {
int& h() { return m_size.y; } int& h() { return m_size.y; }
ivec2 size() const { return m_size; } ivec2 size() const { return m_size; }
ivec2& size() { return m_size; } ivec2& size() { return m_size; }
rect& uv() { return m_uv; }
C3D_Tex* ptr() { return m_loaded ? &m_tex : nullptr; } C3D_Tex* ptr() { return m_loaded ? &m_tex : nullptr; }
@@ -29,6 +33,7 @@ class texture : public asset {
private: private:
C3D_Tex m_tex; C3D_Tex m_tex;
ivec2 m_size; ivec2 m_size;
rect m_uv;
bool m_loaded = false; bool m_loaded = false;
}; };
} // namespace amy } // namespace amy

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@@ -1,10 +1,13 @@
#pragma once #pragma once
#include <algorithm>
#include <amethyst/maths/vec.hpp> #include <amethyst/maths/vec.hpp>
#include <cinttypes> #include <cinttypes>
#include <functional> #include <functional>
#include <map> #include <map>
#include <memory> #include <memory>
#include <numbers>
#include <stack>
#include <stdexcept> #include <stdexcept>
#include <string> #include <string>
#include <vector> #include <vector>

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@@ -1,5 +1,271 @@
#include <amethyst/iron.hpp> #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 { 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 } // namespace amy

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@@ -1,4 +1,17 @@
#include <amethyst/iron.hpp> #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 { namespace amy {
const char* __ironshader__ = R"(; LI7 Shader const char* __ironshader__ = R"(; LI7 Shader
@@ -35,17 +48,26 @@ const char* __ironshader__ = R"(; LI7 Shader
mov out_color, r1 mov out_color, r1
end end
.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<iron::vertex, linearAllocator<iron::vertex>> iron::m_vbuf;
std::vector<u16, linearAllocator<u16>> iron::m_ibuf; std::vector<u16, linearAllocator<u16>> iron::m_ibuf;
int iron::uLocProj = 0; int iron::uLocProj = 0;
c3d::shader* iron::m_shader = nullptr; c3d::shader* iron::m_shader = nullptr;
mat4 iron::m_mtx; mat4 iron::m_mtx;
int iron::m_idx = 0, iron::m_vtx = 0; int iron::m_idx = 0, iron::m_vtx = 0;
texture* iron::m_solid = nullptr;
void iron::init() { void iron::init() {
setupShader(); setupShader();
m_vbuf.resize(4 * 4096); m_vbuf.resize(4 * 4096);
m_ibuf.resize(6 * 4096); m_ibuf.resize(6 * 4096);
initSolidTex();
} }
void iron::newFrame() { void iron::newFrame() {
@@ -53,11 +75,16 @@ void iron::newFrame() {
m_vtx = 0; m_vtx = 0;
} }
C3D_Mtx m;
void iron::drawOn(c3d::screen* screen) { void iron::drawOn(c3d::screen* screen) {
m_shader->use(); 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, m_mtx = mat4::ortho(0.f, (float)screen->width(), (float)screen->height(), 0.f,
1.f, -1.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) { 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 scissorOn = data[i]->scissorOn;
auto scissor = data[i]->scissorRect; auto scissor = data[i]->scissorRect;
auto start = i; auto start = i;
// Loop until a statgechange and copy all data into vertex/index buf // Loop until a statgechange and copy all data into vertex/index buf
while (i < data.size() && scissorOn == data[i]->scissorOn && while (i < data.size() && scissorOn == data[i]->scissorOn &&
scissor == data[i]->scissorRect && tex == data[i]->tex) { scissor == data[i]->scissorRect && tex == data[i]->tex) {
auto c = data[i].get(); auto c = data[i].get();
for (int j = 0; j < c->indexBuf.size(); j++) { for (int j = 0; j < c->indexBuf.size(); j++) {
m_ibuf[m_idx++] = m_vtx + c->indexBuf[i]; 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() { void iron::setupShader() {
m_shader = new c3d::shader(); 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); // pos
m_shader->input(GPU_FLOAT, 2); // uv m_shader->input(GPU_FLOAT, 2); // uv
m_shader->input(GPU_UNSIGNED_BYTE, 4); // color m_shader->input(GPU_UNSIGNED_BYTE, 4); // color
@@ -109,4 +139,126 @@ void iron::fragConfig() {
c3d::frag::src(C3D_Both, GPU_TEXTURE0); c3d::frag::src(C3D_Both, GPU_TEXTURE0);
c3d::frag::func(C3D_Both, GPU_MODULATE); 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 } // namespace amy

View File

@@ -44,35 +44,42 @@ void texture::unload() {
} }
void texture::load(cstr& path) { void texture::load(cstr& path) {
unload();
image img(path); image img(path);
if (img.width() > 1024 || img.height() > 1024) { if (img.width() > 1024 || img.height() > 1024) {
throw std::runtime_error("Max Texture Size is 1024x1024!"); throw std::runtime_error("Max Texture Size is 1024x1024!");
} }
load(img.getBuffer(), img.width(), img.height(), img.bpp(), img.fmt());
}
int bpp = img.bpp(); void texture::load(const std::vector<uc>& pixels, int w, int h, int bpp,
m_size.x = img.width(); image::format fmt) {
if (w > 1024 || h > 1024) {
throw std::runtime_error("Max Texture Size is 1024x1024!");
}
unload();
m_size.x = w;
if (utils::isSingleBitNum(m_size.x)) { if (utils::isSingleBitNum(m_size.x)) {
m_size.x = utils::nextPow2(m_size.x); m_size.x = utils::nextPow2(m_size.x);
} }
m_size.y = img.height(); m_size.y = h;
if (utils::isSingleBitNum(m_size.y)) { if (utils::isSingleBitNum(m_size.y)) {
m_size.y = utils::nextPow2(m_size.y); m_size.y = utils::nextPow2(m_size.y);
} }
auto filter = GPU_NEAREST; auto filter = GPU_NEAREST;
auto format = image2TexFmt(img.fmt()); auto format = image2TexFmt(fmt);
C3D_TexInit(&m_tex, (u16)m_size.x, (u16)m_size.y, format); C3D_TexInit(&m_tex, (u16)m_size.x, (u16)m_size.y, format);
C3D_TexSetFilter(&m_tex, filter, filter); C3D_TexSetFilter(&m_tex, filter, filter);
// Using std::fill_n instead cause i hate this error lines // Using std::fill_n instead cause i hate this error lines
// under the memset func in my editor // under the memset func in my editor
std::fill_n((unsigned char*)m_tex.data, m_tex.size, 0); std::fill_n((unsigned char*)m_tex.data, m_tex.size, 0);
for (int x = 0; x < img.width(); x++) { for (int x = 0; x < w; x++) {
for (int y = 0; y < img.height(); y++) { for (int y = 0; y < h; y++) {
int dst_pos = tile3dsTex(x, y, m_size.x) * bpp; int dst_pos = tile3dsTex(x, y, m_size.x) * bpp;
int src_pos = (y * img.width() + x) * bpp; int src_pos = (y * w + x) * bpp;
/// Best idea i had /// Best idea i had
for (int i = 0; i < bpp; i++) { for (int i = 0; i < bpp; i++) {
((u8*)m_tex.data)[dst_pos + bpp - 1 - i] = img[src_pos + i]; ((u8*)m_tex.data)[dst_pos + bpp - 1 - i] = pixels[src_pos + i];
} }
} }
} }