#include #include #include #include namespace amy { const auto 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); C3D_TexEnv* c3d::frag::m_env = nullptr; int c3d::m_drawcalls = 0; int c3d::m__dc__ = 0; void c3d::init() { C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); } void c3d::deinit() { C3D_Fini(); } void c3d::startFrame(bool sync) { C3D_FrameBegin(sync ? C3D_FRAME_SYNCDRAW : C3D_FRAME_NONBLOCK); m__dc__ = 0; } void c3d::endFrame() { C3D_FrameEnd(0); m_drawcalls = m__dc__; } c3d::screen* c3d::createScreen(gfxScreen_t screen, gfx3dSide_t side) { auto t = C3D_RenderTargetCreate(240, screen == GFX_TOP ? 400 : 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTargetSetOutput(t, screen, side, DISPLAY_TRANSFER_FLAGS); return new c3d::screen(t); } void c3d::deleteScreen(c3d::screen* screen) { delete screen; } c3d::shader::shader(const std::string& path) { load(path); } c3d::shader::~shader() {} void c3d::shader::load(const std::string& path) { auto code = utils::loadFile2Mem(path); if (!code.size()) { throw std::runtime_error( std::format("[amy] unsable to load shader ({})", path)); } load(code); } void c3d::shader::load(const std::vector& data) { m_code = DVLB_ParseFile((u32*)&data[0], data.size()); shaderProgramInit(&m_program); shaderProgramSetVsh(&m_program, &m_code->DVLE[0]); C3D_BindProgram(&m_program); AttrInfo_Init(&m_info); } void c3d::shader::compile(const std::string& code) { auto ret = Pica::AssembleCode(code.c_str()); load(ret); } void c3d::shader::use() { C3D_BindProgram(&m_program); // for some reason i need both ??? // code works perfectly without C3D_BindProgram // but nor withour shaderProgramUse ... shaderProgramUse(&m_program); C3D_SetAttrInfo(&m_info); } void c3d::shader::setMat4(int loc, C3D_Mtx* m) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, loc, m); } void c3d::shader::setMat4(int loc, const mat4& m) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, loc, (const C3D_Mtx*)&m); } int c3d::shader::loc(const std::string& name) { return shaderInstanceGetUniformLocation(m_program.vertexShader, name.c_str()); } void c3d::shader::input(int reg, GPU_FORMATS f, int num) { AttrInfo_AddLoader(&m_info, reg, f, num); } void c3d::frag::src(C3D_TexEnvMode mode, GPU_TEVSRC s1, GPU_TEVSRC s2, GPU_TEVSRC s3) { C3D_TexEnvSrc(m_env, mode, s1, s2, s3); } void c3d::frag::func(C3D_TexEnvMode mode, GPU_COMBINEFUNC func) { C3D_TexEnvFunc(m_env, mode, func); } void c3d::frag::edit(int id) { m_env = C3D_GetTexEnv(id); C3D_TexEnvInit(m_env); } void c3d::drawArrays(int start, int count, GPU_Primitive_t prim) { C3D_DrawArrays(prim, start, count); m__dc__++; } void c3d::drawElements(int count, const void* idx_ptr, int type, GPU_Primitive_t prim) { C3D_DrawElements(prim, count, type, idx_ptr); m__dc__++; } void c3d::depthTest(bool on, GPU_TESTFUNC func, GPU_WRITEMASK mask) { C3D_DepthTest(on, func, mask); } void c3d::disableScissor() { C3D_SetScissor(GPU_SCISSOR_DISABLE, 0, 0, 0, 0); } void c3d::enableScissor(const ivec4 rect) { C3D_SetScissor(GPU_SCISSOR_NORMAL, rect.x, rect.y, rect.z, rect.w); } void c3d::bufCfg(void* ptr, int stride, int shader_attribs, u64 permutation) { auto buf = C3D_GetBufInfo(); BufInfo_Init(buf); BufInfo_Add(buf, ptr, stride, shader_attribs, permutation); } void c3d::bufCfg(void* ptr, int stride, int shader_attribs) { bufCfg(ptr, stride, shader_attribs, permutation(shader_attribs)); } } // namespace amy