Files
amethyst/source/iron/iron.cpp
tobid7 078af99ae5 Upload all my tests
- Add Count<> to AssetManager
- Initialize pCode in Shader
- Rename linearAllocator to LinearAllocator
- Add Construct and destroy to linear allocator
- Add Shader unloader (fixes atexit crash i guess)
-
2025-11-30 21:57:01 +01:00

294 lines
10 KiB
C++

#include <amethyst/iron.hpp>
#include <amethyst/utils.hpp>
#include <fstream>
#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
; Constants
.constf myconst(0.0, 1.0, 0.00392156862745, 0.0)
.alias ones myconst.yyyy ; Vector full of ones
; Uniforms
.fvec projection[4]
; Outputs
.out out_position position
.out out_color color
.out out_uv texcoord0
; Inputs
.alias in_xy v0
.alias in_uvc v1
.alias in_col v2
.entry vmain
.proc vmain
mov r0.xy, in_xy.xy
mov r0.w, ones
dp4 out_position.x, projection[0], r0
dp4 out_position.y, projection[1], r0
dp4 out_position.z, projection[2], r0
dp4 out_position.w, projection[3], r0
mov out_uv, in_uvc.xy
mul r1, myconst.zzzz, in_col
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;
C3D_Mtx __m;
void Iron::Init() {
pSetupShader();
m_vbuf.resize(4 * 4096);
m_ibuf.resize(6 * 4096);
pInitSolidTex();
}
void Iron::NewFrame() {
m_idx = 0;
m_vtx = 0;
}
void Iron::DrawOn(C3D::Screen* screen) {
m_shader->Use();
Mtx_Identity(&__m);
Mtx_OrthoTilt(&__m, 0, (float)screen->Width(), (float)screen->Height(), 0.f,
1.f, -1.f, true);
// m_mtx = mat4::ortho(0.f, (float)screen->Width(), (float)screen->Height(),
// 0.f,
// 1.f, -1.f);
m_shader->SetMat4(uLocProj, &__m);
}
void Iron::Draw(const std::vector<Iron::Command::ref>& data) {
// disable depthtest cause we have no z buffer
C3D::DepthTest(false);
pFragConfig();
size_t i = 0;
while (i < data.size()) {
Texture* tex = data[i]->Tex;
if (!tex) {
i++;
continue;
}
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();
if (!pCheckSize(c->IndexBuf.size(), c->VertexBuf.size())) {
throw Error("iron: too much draw data!!!" +
std::format("\nIdx: {}\nVtx: {}", c->IndexBuf.size(),
c->VertexBuf.size()));
}
for (int j = 0; j < c->IndexBuf.size(); j++) {
m_ibuf[m_idx++] = m_vtx + c->IndexBuf[j];
}
for (int j = 0; j < c->VertexBuf.size(); j++) {
m_vbuf[m_vtx++] = c->VertexBuf[j];
}
i++;
}
///// SCISSOR LOGIC BEG /////
///// SCISSOR LOGIC END /////
tex->Bind();
C3D::BufCfg<3>(m_vbuf.data(), sizeof(Vertex));
C3D::DrawElements(i - start, m_ibuf.data() + start);
}
C3D::DepthTest(true);
/*std::ofstream off("hello.txt");
for (int i = 0; i < m_idx; i++) {
auto& v = m_vbuf[m_ibuf[i]];
off << std::format("{} -> [{}] [{}] #{:08X}\n", m_ibuf[i], v.pos, v.uv,
v.color);
}
off.close();
throw std::runtime_error("halt");*/
}
bool Iron::pCheckSize(size_t idx, size_t vtx) {
return idx < m_ibuf.size() && vtx < m_vbuf.size();
}
void Iron::pSetupShader() {
m_shader = new C3D::Shader();
m_shader->pCode = DVLB_ParseFile((u32*)li_shader, li_shader_size);
shaderProgramInit(&m_shader->pProgram);
shaderProgramSetVsh(&m_shader->pProgram, &m_shader->pCode->DVLE[0]);
AttrInfo_Init(&m_shader->pInfo);
AttrInfo_AddLoader(&m_shader->pInfo, 0, GPU_FLOAT, 2);
AttrInfo_AddLoader(&m_shader->pInfo, 1, GPU_FLOAT, 2);
AttrInfo_AddLoader(&m_shader->pInfo, 2, GPU_UNSIGNED_BYTE, 4);
/* 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*/
uLocProj = m_shader->loc("projection");
}
void Iron::pFragConfig() {
C3D::Frag::Edit();
C3D::Frag::Src(C3D_Both, GPU_TEXTURE0);
C3D::Frag::Func(C3D_Both, GPU_MODULATE);
}
void Iron::pInitSolidTex() {
// 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);
if (!m_solid->Ptr()) {
throw Error("white tex failed to load!");
}
}
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