# Rewrite 5
- Move Libraries Source into pd directory and give them all their own CMakeLists.txt - Partial rewrite core (color, autogenerated vec), lithium (now uses UNIQUE PTR for Commands), UI7 - Use MenuV2 as new standart in UI7 - Implementz ViewPort Pre alpha to UI7 - Add Line Drawing to DrawList (not Working) - Implement a Complete new drievrs API (static Drivers) - NO SUPPORT FOR SHARED LIBRARY BUILDS IN VERSION 5 YET - Add Tools to Autogenerate Headers and Stuff
This commit is contained in:
87
backends/3ds/source/li_backend_c3d.cpp → backends/3ds/source/bknd-gfx.cpp
Normal file → Executable file
87
backends/3ds/source/li_backend_c3d.cpp → backends/3ds/source/bknd-gfx.cpp
Normal file → Executable file
@ -1,4 +1,28 @@
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#include <li_backend_c3d.hpp>
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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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 <pd-3ds/bknd-gfx.hpp>
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/// @brief Shader Code (Unused as i dont want to use libpicasso here (yet))
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const char* LIShaderCTR = R"(
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@ -44,8 +68,9 @@ unsigned char li_shader[] = {
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};
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// clang-format on
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size_t li_shader_size = 0x124;
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namespace PD {
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namespace LI {
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namespace Li {
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GPU_TEXCOLOR GetTexFmt(Texture::Type type) {
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if (type == Texture::RGBA32)
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return GPU_RGBA8;
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@ -64,51 +89,47 @@ int GetBPP(Texture::Type type) {
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return 1;
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return 0; // Error
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}
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void Backend_C3D::Init() {
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std::cout << "[BACKEND_C3D]: Setting up Buffers" << std::endl;
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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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Flags |= LIBackendFlags_FlipUV_Y;
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Flags |= LiBackendFlags_FlipUV_Y;
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std::cout << "[BACKEND_C3D]: Loading shader..." << std::endl;
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ShaderCode = DVLB_ParseFile((uint32_t*)li_shader, li_shader_size);
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shaderProgramInit(&Shader);
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shaderProgramSetVsh(&Shader, &ShaderCode->DVLE[0]);
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pLocProjection =
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shaderInstanceGetUniformLocation(Shader.vertexShader, "projection");
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std::cout << "[BACKEND_C3D]: Setting up Attr Info" << std::endl;
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AttrInfo_Init(&ShaderInfo);
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AttrInfo_AddLoader(&ShaderInfo, 0, GPU_FLOAT, 2);
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AttrInfo_AddLoader(&ShaderInfo, 1, GPU_FLOAT, 2);
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AttrInfo_AddLoader(&ShaderInfo, 2, GPU_UNSIGNED_BYTE, 4);
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std::cout << "[BACKEND_C3D]: Backend init done!" << std::endl;
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}
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void Backend_C3D::Deinit() {
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void GfxC3D::Deinit() {
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shaderProgramFree(&Shader);
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DVLB_Free(ShaderCode);
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}
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void Backend_C3D::NewFrame() {
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void GfxC3D::NewFrame() {
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C3D_BindProgram(&Shader);
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C3D_SetAttrInfo(&ShaderInfo);
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CurrentIndex = 0;
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CurrentVertex = 0;
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FrameCounter++;
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VertexCounter = num_vtx;
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IndexCounter = num_idx;
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num_vtx = 0;
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num_idx = 0;
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VertexCounter = NumVtx;
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IndexCounter = NumIdx;
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NumVtx = 0;
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NumIdx = 0;
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}
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void Backend_C3D::BindTexture(PD::LI::TexAddress addr) {
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void GfxC3D::BindTex(PD::Li::TexAddress addr) {
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C3D_TexBind(0, reinterpret_cast<C3D_Tex*>(addr));
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}
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void Backend_C3D::RenderDrawData(
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const PD::Vec<PD::LI::Command::Ref>& Commands) {
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void GfxC3D::RenderDrawData(const std::vector<PD::Li::Command::Ref>& Commands) {
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C3D_BindProgram(&Shader);
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C3D_SetAttrInfo(&ShaderInfo);
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C3D_Mtx proj;
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@ -120,26 +141,26 @@ void Backend_C3D::RenderDrawData(
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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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while (index < Commands.size()) {
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PD::Li::Texture::Ref Tex = Commands[index]->Tex;
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if (!Tex) {
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index++;
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continue;
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}
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bool ScissorEnabled = Commands[index]->ScissorEnabled;
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bool ScissorEnabled = Commands[index]->ScissorOn;
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ivec4 ScissorRect = Commands[index]->ScissorRect;
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size_t StartIndex = CurrentIndex;
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while (index < Commands.Size() && Commands[index]->Tex == Tex &&
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Commands[index]->ScissorEnabled == ScissorEnabled &&
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while (index < Commands.size() && Commands[index]->Tex == Tex &&
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Commands[index]->ScissorOn == ScissorEnabled &&
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Commands[index]->ScissorRect == ScissorRect) {
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auto c = Commands[index];
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auto c = Commands[index].get();
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for (size_t i = 0; i < c->IndexBuffer.Size(); i++) {
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num_idx++;
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NumIdx++;
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IndexBuffer[CurrentIndex++] = CurrentVertex + c->IndexBuffer.At(i);
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}
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for (size_t i = 0; i < c->VertexBuffer.Size(); i++) {
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num_vtx++;
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NumVtx++;
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VertexBuffer[CurrentVertex++] = c->VertexBuffer.At(i);
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}
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index++;
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@ -153,7 +174,7 @@ void Backend_C3D::RenderDrawData(
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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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BindTexture(Tex->Address);
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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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BufInfo_Add(bufInfo, VertexBuffer.Data(), sizeof(Vertex), 3, 0x210);
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@ -164,16 +185,14 @@ void Backend_C3D::RenderDrawData(
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C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
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}
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PD::LI::Texture::Ref Backend_C3D::LoadTexture(const std::vector<PD::u8>& pixels,
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int w, int h,
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PD::LI::Texture::Type type,
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PD::LI::Texture::Filter filter) {
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std::cout << "Loading Tex " << std::format("[{}, {}]", w, h) << std::endl;
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PD::Li::Texture::Ref GfxC3D::LoadTex(const std::vector<PD::u8>& pixels, int w,
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int h, PD::Li::Texture::Type type,
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PD::Li::Texture::Filter filter) {
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if (w > 1024 || h > 1024) {
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return nullptr;
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}
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// Don't check here as check done before
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PD::LI::Texture::Ref res = PD::LI::Texture::New();
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PD::Li::Texture::Ref res = PD::Li::Texture::New();
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int bpp = GetBPP(type);
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ivec2 tex_size(w, h);
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// Pow2
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@ -227,5 +246,5 @@ PD::LI::Texture::Ref Backend_C3D::LoadTexture(const std::vector<PD::u8>& pixels,
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<< std::endl;
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return res;
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}
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} // namespace LI
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} // namespace PD
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} // namespace Li
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} // namespace PD
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85
backends/3ds/source/bknd-hid.cpp
Executable file
85
backends/3ds/source/bknd-hid.cpp
Executable file
@ -0,0 +1,85 @@
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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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 <pd-3ds/bknd-hid.hpp>
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namespace PD {
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Hid3DS::Hid3DS() : HidDriver("Hid3DS") {
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pBinds[KEY_A] = A;
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pBinds[KEY_B] = B;
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pBinds[KEY_X] = X;
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pBinds[KEY_Y] = Y;
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pBinds[KEY_START] = Start;
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pBinds[KEY_SELECT] = Select;
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pBinds[KEY_L] = L;
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pBinds[KEY_R] = R;
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pBinds[KEY_DUP] = DUp;
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pBinds[KEY_DDOWN] = DDown;
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pBinds[KEY_DLEFT] = DLeft;
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pBinds[KEY_DRIGHT] = DRight;
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pBinds[KEY_CPAD_UP] = CPUp;
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pBinds[KEY_CPAD_DOWN] = CPDown;
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pBinds[KEY_CPAD_LEFT] = CPLeft;
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pBinds[KEY_CPAD_RIGHT] = CPRight;
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pBinds[KEY_CSTICK_UP] = CSUp;
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pBinds[KEY_CSTICK_DOWN] = CSDown;
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pBinds[KEY_CSTICK_LEFT] = CSLeft;
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pBinds[KEY_CSTICK_RIGHT] = CSRight;
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pBinds[KEY_ZL] = ZL;
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pBinds[KEY_ZR] = ZR;
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pBinds[KEY_TOUCH] = Touch;
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}
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void Hid3DS::Update() {
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hidScanInput();
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for (int i = 0; i < 2; i++) {
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KeyEvents[i][Event_Down] = 0;
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KeyEvents[i][Event_Held] = 0;
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KeyEvents[i][Event_Up] = 0;
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}
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u32 kd = hidKeysDown();
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u32 kh = hidKeysHeld();
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u32 ku = hidKeysUp();
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for (auto &b : pBinds) {
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if (b.first & kd) {
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KeyEvents[0][Event_Down] |= b.second;
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}
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if (b.first & kh) {
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KeyEvents[0][Event_Held] |= b.second;
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}
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if (b.first & ku) {
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KeyEvents[0][Event_Up] |= b.second;
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}
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}
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if (pLocked) {
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SwapTab();
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}
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touchPosition t;
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hidTouchRead(&t);
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pMouse[1] = pMouse[0]; // Cycle pMouse pos
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pMouse[0] = fvec2(t.px, t.py);
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}
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} // namespace PD
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36
backends/3ds/source/pd-3ds.cpp
Executable file
36
backends/3ds/source/pd-3ds.cpp
Executable file
@ -0,0 +1,36 @@
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/*
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MIT License
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Copyright (c) 2024 - 2025 tobid7
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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||||
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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||||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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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 <palladium>
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#include <pd-3ds.hpp>
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namespace PD {
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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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PD::OS::Init();
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PD::Li::Gfx::Init(PD::Li::GfxC3D::New());
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PD::Hid::Init(PD::Hid3DS::New());
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}
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} // namespace PD
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@ -1,60 +0,0 @@
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#include <3ds.h>
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#include <pd_hid_3ds.hpp>
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namespace PD {
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Hid3DS::Hid3DS() : Hid("3DS") {
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binds[KEY_A] = A;
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binds[KEY_B] = B;
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binds[KEY_X] = X;
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binds[KEY_Y] = Y;
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binds[KEY_START] = Start;
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binds[KEY_SELECT] = Select;
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binds[KEY_L] = L;
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binds[KEY_R] = R;
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binds[KEY_DUP] = DUp;
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binds[KEY_DDOWN] = DDown;
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binds[KEY_DLEFT] = DLeft;
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binds[KEY_DRIGHT] = DRight;
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binds[KEY_CPAD_UP] = CPUp;
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binds[KEY_CPAD_DOWN] = CPDown;
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binds[KEY_CPAD_LEFT] = CPLeft;
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binds[KEY_CPAD_RIGHT] = CPRight;
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binds[KEY_CSTICK_UP] = CSUp;
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binds[KEY_CSTICK_DOWN] = CSDown;
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binds[KEY_CSTICK_LEFT] = CSLeft;
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binds[KEY_CSTICK_RIGHT] = CSRight;
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binds[KEY_ZL] = ZL;
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binds[KEY_ZR] = ZR;
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binds[KEY_TOUCH] = Touch;
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}
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void Hid3DS::Update() {
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hidScanInput();
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for (int i = 0; i < 2; i++) {
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key_events[i][Event_Down] = 0;
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key_events[i][Event_Held] = 0;
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key_events[i][Event_Up] = 0;
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}
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u32 kd = hidKeysDown();
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u32 kh = hidKeysHeld();
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u32 ku = hidKeysUp();
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for (auto &b : binds) {
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if (b.first & kd) {
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key_events[0][Event_Down] |= b.second;
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}
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if (b.first & kh) {
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key_events[0][Event_Held] |= b.second;
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}
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if (b.first & ku) {
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key_events[0][Event_Up] |= b.second;
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}
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}
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if (locked) {
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SwappyTable();
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}
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touchPosition t;
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hidTouchRead(&t);
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touch[1] = touch[0]; // Cycle touch pos
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touch[0] = fvec2(t.px, t.py);
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}
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} // namespace PD
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Block a user