pd-3ds: Add sysfont loader
- add support for Alpha only textures in rendering
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@@ -28,5 +28,6 @@ SOFTWARE.
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#include <pd-3ds/bknd-hid.hpp>
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namespace PD {
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PD::Li::Font::Ref LoadSystemFont();
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void Init(void* data = nullptr);
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}
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} // namespace PD
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@@ -82,6 +82,27 @@ int GetBPP(Li::Texture::Type type) {
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return 0; // Error
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}
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void FragCfg(GPU_TEXCOLOR clr) {
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C3D_DepthTest(false, GPU_GREATER, GPU_WRITE_ALL);
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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switch (clr) {
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case GPU_A4:
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case GPU_A8:
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case GPU_L4:
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case GPU_L8:
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C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0);
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C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
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C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE);
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break;
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default:
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C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
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break;
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}
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}
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void GfxC3D::Init() {
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VertexBuffer.resize(4 * 8192);
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IndexBuffer.resize(6 * 8192);
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@@ -129,11 +150,6 @@ void GfxC3D::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, pLocProjection, &proj);
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// Mat4 proj = Mat4::Ortho(0.f, ViewPort.x, ViewPort.y, 0.f, 1.f, -1.f);
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// C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, pLocProjection, (C3D_Mtx*)&proj);
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C3D_DepthTest(false, GPU_GREATER, GPU_WRITE_ALL);
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
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size_t index = 0;
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while (index < Commands.size()) {
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PD::Li::Texture::Ref Tex = Commands[index]->Tex;
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@@ -166,6 +182,7 @@ void GfxC3D::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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} else {
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C3D_SetScissor(GPU_SCISSOR_DISABLE, 0, 0, 0, 0);
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}
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FragCfg(((C3D_Tex*)Tex->Address)->fmt);
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BindTex(Tex->Address);
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auto bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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@@ -22,10 +22,106 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <3ds.h>
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#include <palladium>
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#include <pd-3ds.hpp>
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namespace PD {
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PD::Li::Font::Ref LoadSystemFont() {
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TT::Scope st("LI_SystemFont"); // Trace loading time
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Li::Font::Ref ret = Li::Font::New();
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fontEnsureMapped(); // Call this to be sure the font is mapped
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// Get some const references for system font loading
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const auto fnt = fontGetSystemFont();
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const auto fnt_info = fontGetInfo(fnt);
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const auto glyph_info = fontGetGlyphInfo(fnt);
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// Resize the Texture list by the num of sysfont textures
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ret->Textures.resize(glyph_info->nSheets + 1);
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/// Modify the Pixel Height by 1.1f to fit the
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/// Size og ttf font Rendering
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ret->PixelHeight = glyph_info->cellHeight;
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// Load the Textures and make sure they don't auto unload
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for (size_t i = 0; i < glyph_info->nSheets; i++) {
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auto stex = Li::Texture::New();
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auto tx = new C3D_Tex;
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tx->data = fontGetGlyphSheetTex(fnt, i);
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tx->fmt = (GPU_TEXCOLOR)glyph_info->sheetFmt;
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tx->size = glyph_info->sheetSize;
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tx->width = glyph_info->sheetWidth;
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tx->height = glyph_info->sheetHeight;
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tx->param = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) |
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GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) |
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GPU_TEXTURE_WRAP_S(GPU_REPEAT) | GPU_TEXTURE_WRAP_T(GPU_REPEAT);
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tx->border = 0xffffffff;
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tx->lodParam = 0;
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stex->Address = (Li::TexAddress)tx;
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stex->Size = fvec2(tx->width, tx->height);
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stex->UV = fvec4(0, 1, 1, 0);
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ret->Textures[i] = stex;
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}
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std::vector<unsigned int> charSet;
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// Write the Charset into a vector
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for (auto cmap = fnt_info->cmap; cmap; cmap = cmap->next) {
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if (cmap->mappingMethod == CMAP_TYPE_DIRECT) {
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if (cmap->codeEnd >= cmap->codeBegin) {
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charSet.reserve(charSet.size() + cmap->codeEnd - cmap->codeBegin + 1);
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for (auto i = cmap->codeBegin; i <= cmap->codeEnd; ++i) {
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if (cmap->indexOffset + (i - cmap->codeBegin) == 0xFFFF) break;
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charSet.emplace_back(i);
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}
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}
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} else if (cmap->mappingMethod == CMAP_TYPE_TABLE) {
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if (cmap->codeEnd >= cmap->codeBegin) {
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charSet.reserve(charSet.size() + cmap->codeEnd - cmap->codeBegin + 1);
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for (auto i = cmap->codeBegin; i <= cmap->codeEnd; ++i) {
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if (cmap->indexTable[i - cmap->codeBegin] == 0xFFFF) continue;
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charSet.emplace_back(i);
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}
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}
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} else if (cmap->mappingMethod == CMAP_TYPE_SCAN) {
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charSet.reserve(charSet.size() + cmap->nScanEntries);
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for (unsigned i = 0; i < cmap->nScanEntries; ++i) {
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if (cmap->scanEntries[i].code >= cmap->codeBegin &&
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cmap->scanEntries[i].code <= cmap->codeEnd) {
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if (cmap->scanEntries[i].glyphIndex != 0xFFFF) {
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charSet.emplace_back(cmap->scanEntries[i].code);
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}
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}
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}
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} else {
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continue;
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}
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}
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// Sort the charset and make sure all values are unique
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std::sort(charSet.begin(), charSet.end());
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charSet.erase(std::unique(charSet.begin(), charSet.end()));
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// Setup the Codepoint map by the charset
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for (auto cp : charSet) {
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int gidx = fontGlyphIndexFromCodePoint(fnt, cp);
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if (gidx >= 0xFFFF) continue;
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Li::Font::Codepoint codepoint;
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fontGlyphPos_s dat;
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fontCalcGlyphPos(&dat, fnt, gidx, GLYPH_POS_CALC_VTXCOORD, 1.f, 1.f);
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codepoint.pCodepoint = cp;
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codepoint.SimpleUV = fvec4(dat.texcoord.left, dat.texcoord.top,
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dat.texcoord.right, dat.texcoord.bottom);
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if (dat.sheetIndex < (int)ret->Textures.size()) {
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codepoint.Tex = ret->Textures[dat.sheetIndex];
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} else {
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codepoint.pInvalid = true;
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}
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codepoint.Size = fvec2(dat.vtxcoord.right, dat.vtxcoord.bottom);
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codepoint.Offset = 0;
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ret->CodeMap[cp] = codepoint;
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}
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return ret;
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}
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void Init(void* data) {
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// Dekstop Init Stage
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// First use default OS Driver
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