# Rewrite Stage 1

- Switch to CMake build system
- delete everything for a new structure
- Add SmartCtor class and saperate New func
- New Faster and Open Lithium Command API
- Rewritten Text Renderer to ghet rid of all that janky code
- New TimeTrace System and use of NanoTime using GetTimeNano
- Overall going to a more Object oriented way
- Updated vec api to support vec2 input on vec3
## Todo
- Support vec2 and vec3 in vec4 as inputs
- Continue UI7
- Fix SystemFont on 3ds freezing the system
- Fix TTF Font UV Mapping
## Warning
Creating Apps for the 3ds is not possible yet as the 3ds is Freezing and this is only stage 1 of ?   Emulator works perfect
This commit is contained in:
2025-01-09 20:22:49 +01:00
parent d5c01b2988
commit d815bb5674
131 changed files with 21457 additions and 30844 deletions

View File

@ -0,0 +1,31 @@
// THIS FILE WAS GENERATED BY build_shaders.py!!!
#pragma once
/*
MIT License
Copyright (c) 2024 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <cstddef>
extern unsigned char li7_shader[];
extern size_t li7_shader_size;

View File

@ -0,0 +1,433 @@
#pragma once
/*
MIT License
Copyright (c) 2024 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <pd/common/common.hpp>
#include <pd/common/memory.hpp>
#include <pd/graphics/screen.hpp>
#include <pd/graphics/texture.hpp>
#include <pd/maths/vec.hpp>
#include <pd/tools/markdown.hpp>
using LITextFlags = u32;
enum LITextFlags_ {
LITextFlags_None = 0,
LITextFlags_AlignRight = 1 << 0,
LITextFlags_AlignMid = 1 << 1,
LITextFlags_Shaddow = 1 << 2, // Draws the text twice
LITextFlags_Wrap = 1 << 3, // May be runs better with TMS
LITextFlags_Short = 1 << 4, // May be runs better with TMS
LITextFlags_Scroll = 1 << 5, // Not implemented
};
namespace PD {
namespace LI {
/// @brief Container that holds top and bottom corners of a quad
class Rect {
public:
Rect() = default;
Rect(vec4 t, vec4 b) {
top = t;
bot = b;
}
Rect(vec2 tl, vec2 tr, vec2 bl, vec2 br) {
top = vec4(tl, tr);
bot = vec4(bl, br);
}
~Rect() = default;
vec4 Top() const { return top; }
vec4 Bot() const { return bot; }
vec2 TopLeft() const { return vec2(top[0], top[1]); }
vec2 TopRight() const { return vec2(top[2], top[3]); }
vec2 BotLeft() const { return vec2(bot[0], bot[1]); }
vec2 BotRight() const { return vec2(bot[2], bot[3]); }
private:
vec4 top;
vec4 bot;
};
class Font : public SmartCtor<Font> {
public:
class Codepoint {
public:
Codepoint() {}
~Codepoint() {}
u32 cp() const { return m_cp; }
Codepoint& cp(u32 v) {
m_cp = v;
return *this;
}
vec4 uv() const { return m_uv; }
Codepoint& uv(vec4 v) {
m_uv = v;
return *this;
}
Texture::Ref tex() const { return m_tex; }
Codepoint& tex(Texture::Ref v) {
m_tex = v;
return *this;
}
vec2 size() const { return m_size; }
Codepoint& size(vec2 v) {
m_size = v;
return *this;
}
float off() const { return m_off; }
Codepoint& off(float v) {
m_off = v;
return *this;
}
bool invalid() const { return m_invalid; }
Codepoint& invalid(bool v) {
m_invalid = v;
return *this;
}
private:
u32 m_cp = 0;
vec4 m_uv;
Texture::Ref m_tex = nullptr;
vec2 m_size;
float m_off = 0;
bool m_invalid = false;
};
Font() {}
~Font() {}
void LoadTTF(const std::string& path, int px_height = 32);
void LoadSystemFont();
int PixelHeight() const { return pixel_height; }
Codepoint& GetCodepoint(u32 c);
bool SystemFont() const { return sysfont; }
private:
bool sysfont;
int pixel_height;
std::vector<Texture::Ref> textures;
std::map<u32, Codepoint> cpmap;
};
class Vertex {
public:
Vertex() {}
Vertex(vec2 p, vec2 u, u32 c) {
pos[0] = p[0];
pos[1] = p[1];
pos[2] = 0.f;
uv = u;
color = c;
}
~Vertex() {}
Vertex& Pos(vec3 v) {
pos = v;
return *this;
}
// Lets support that as well
Vertex& Pos(vec2 v) {
pos[0] = v[0];
pos[1] = v[1];
pos[2] = 0.f;
return *this;
}
Vertex& Uv(vec2 v) {
uv = v;
return *this;
}
Vertex& Color(u32 v) {
color = v;
return *this;
}
// private:
vec3 pos;
vec2 uv;
u32 color;
};
/// @brief Required to Set the TexENV
enum RenderMode {
RenderMode_RGBA,
RenderMode_SysFont,
};
/// @brief Reform the Drawcommand by generating the Vertexbuffer into it
class Command : public SmartCtor<Command> {
public:
Command() {}
~Command() {}
Command& Layer(int v) {
layer = v;
return *this;
}
int Layer() const { return layer; }
Command& Index(int v) {
index = v;
return *this;
}
int Index() const { return index; }
Command& Tex(Texture::Ref v) {
tex = v;
return *this;
}
Texture::Ref Tex() const { return tex; }
Command& PushVertex(Vertex v) {
vertex_buf.push_back(v);
return *this;
}
const std::vector<u16>& IndexList() const { return index_buf; }
const std::vector<Vertex>& VertexList() const { return vertex_buf; }
Command& PushIndex(u16 v) {
index_buf.push_back(vertex_buf.size() + v);
return *this;
}
Command& Rendermode(const RenderMode& v) {
mode = v;
return *this;
}
RenderMode Rendermode() const { return mode; }
private:
/// Using Default std::vector here
std::vector<Vertex> vertex_buf;
std::vector<u16> index_buf;
int layer;
Texture::Ref tex;
int index;
RenderMode mode = RenderMode_RGBA;
};
class TextBox {
public:
TextBox() {}
TextBox(const vec2& s, float time) {
size = s;
time_created = time;
optional = false;
}
~TextBox() {}
void TimeCreated(float v) { time_created = v; }
void Size(const vec2& v) { size = v; }
void Optional(bool v) { optional = v; }
void Text(const std::string& v) { text = v; }
vec2 Size() const { return size; }
float TimeCreated() const { return time_created; }
bool Optional() const { return optional; }
std::string Text() const { return text; }
private:
vec2 size;
float time_created;
bool optional;
std::string text; // TextWrap
};
using RenderFlags = u32;
enum RenderFlags_ {
RenderFlags_None = 0,
RenderFlags_TMS = 1 << 0, ///< Text Map System
RenderFlags_LRS = 1 << 1, ///< Layer Render System
RenderFlags_Default = RenderFlags_TMS,
};
class Renderer : public SmartCtor<Renderer> {
public:
Renderer(RenderFlags flags = RenderFlags_Default);
~Renderer();
void Render();
void OnScreen(Screen::Screen_ screen) {
if (screen == Screen::Top) {
bottom = false;
area_size = top->GetSize();
} else if (screen == Screen::Bottom) {
bottom = true;
area_size = bot->GetSize();
} else {
return;
}
}
void OnScreen(bool bottom) {
bottom = bottom;
area_size = bottom ? bot->GetSize() : top->GetSize();
}
void Rotation(float v) { rot = v; }
float Rotation() const { return rot; }
void TextScale(float v) { text_size = v; }
void DefaultTextScale() { text_size = default_text_size; }
float TextScale() const { return text_size; }
void UseTex(Texture::Ref v = nullptr) {
if (v == nullptr) {
current_tex = white;
return;
}
current_tex = v;
}
/// @brief Draws a Rect based on current Texture
/// @param pos Pos
/// @param size Size
/// @param color Color
/// @param uv UV Map
void DrawRect(vec2 pos, vec2 size, u32 color,
vec4 uv = vec4(0.f, 1.f, 1.f, 0.f));
/// @brief Draw a Solid Rect (uses white tex)
/// @note acts as a simplified Draw rect Wrapper
/// @param pos Position
/// @param size Size
/// @param color Color
void DrawRectSolid(vec2 pos, vec2 size, u32 color);
/// @brief Render a Triangle
/// @param a Position Alpha
/// @param b Position Bravo
/// @param c Position Delta
/// @param color Color
/// @note Defaults to Solif Color
void DrawTriangle(vec2 a, vec2 b, vec2 c, u32 color);
/// @brief Draw a Circle (Supports Textures)
/// @param center_pos Center Position
/// @param r Radius
/// @param color Color
/// @param segments Segments to use
/// @note Textures could look a bit janky due to uv mapping
void DrawCircle(vec2 center_pos, float r, u32 color, int segments);
/// @brief Draw a Line between to Positions
/// @param a Position Alpha
/// @param b Position Bravo
/// @param color Color
/// @param t Thickness
void DrawLine(vec2 a, vec2 b, u32 color, int t);
void DrawText(vec2 pos, u32 color, const std::string& text, u32 flags = 0,
vec2 ap = vec2());
/// @brief Draw a Texture as 2D Image
/// @param pos Position
/// @param tex Texture reference
/// @param scale Scale (cause maybe wants to be resized)
/// @note Acts as a Simplified wrapper to DrawRect
void DrawImage(vec2 pos, Texture::Ref tex, vec2 scale = vec2(1.f));
/// Debug STUFF
u32 Vertices() const { return vertices; }
u32 Indices() const { return indices; }
u32 Commands() const { return commands; }
u32 DrawCalls() const { return drawcalls; }
/// TOOLS ///
void RotateCorner(vec2& v, float s, float c);
Rect CreateRect(vec2 pos, vec2 size, float angle);
Rect CreateLine(vec2 a, vec2 b, int t);
bool InBox(vec2 pos, vec2 size, vec4 rect);
bool InBox(vec2 alpha, vec2 bravo, vec2 charlie, vec4 rect);
void OptiCommandList(std::vector<Command::Ref>& list);
/// @brief Returns Viewport with xy
vec4 GetViewport();
/// @brief Push a Self Created command
void PushCommand(Command::Ref cmd) { draw_list[bottom].push_back(cmd); }
/// @brief Automatically sets up a command
void SetupCommand(Command::Ref cmd);
/// @brief Creates a default Quad Render Command
void QuadCommand(Command::Ref cmd, const Rect& quad, vec4 uv, u32 col);
/// @brief Create a Default Triangle
void TriangleCommand(Command::Ref cmd, vec2 a, vec2 b, vec2 c, u32 col);
/// @brief Create List of a Text Commands
/// @param cmds Link to a command List
/// @param pos Position
/// @param color Color
/// @param text Text
/// @param flags Flags
/// @param box (Size for wrapping / Offset for Centered Text)
/// @note Funktion macht noch faxxen (Text nicht sichtbar)
void TextCommand(std::vector<Command::Ref>& cmds, vec2 pos, u32 color,
const std::string& text, LITextFlags flags, vec2 box);
vec2 GetTextDimensions(const std::string& text);
private:
/// Helper Funcitons ///
void RenderOn(bool bottom);
void UpdateRenderMode(const RenderMode& mode);
/// @brief Screens ///
Screen::Ref top;
Screen::Ref bot;
/// Context Related ///
RenderFlags flags = RenderFlags_Default;
vec2 area_size;
bool bottom = false;
int current_layer = 0;
Texture::Ref current_tex = nullptr;
Texture::Ref white = nullptr; // Single color
Font::Ref font = nullptr;
bool font_update;
RenderMode mode = RenderMode_RGBA;
// Text Map System
std::map<std::string, TextBox> tms;
/// Text Rendering ///
const float default_font_h = 24.f;
const float default_text_size = 0.7f;
float text_size = 0.7f;
/// Special ///
float rot = 0.f;
/// Rendering ///
// Use dual drawlist
std::vector<Command::Ref> draw_list[2];
std::vector<Vertex, LinearAllocator<Vertex>> vertex_buf;
std::vector<u16, LinearAllocator<u16>> index_buf;
u32 vertex_idx = 0;
u32 index_idx = 0;
u32 cmd_idx = 0;
/// Debug ///
u32 vertices = 0;
u32 indices = 0;
u32 commands = 0;
u32 drawcalls = 0;
/// Shader
DVLB_s* dvlb = nullptr;
shaderProgram_s shader;
C3D_AttrInfo attr;
int uLoc_projection = 0;
/// Matrix
C3D_Mtx top_proj;
C3D_Mtx bot_proj;
};
} // namespace LI
} // namespace PD

View File

@ -0,0 +1,74 @@
#pragma once
/*
MIT License
Copyright (c) 2024 René Amthor (tobid7)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <3ds.h>
#include <citro3d.h>
#include <pd/common/common.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
class Screen : public SmartCtor<Screen> {
public:
enum Screen_ { Top, Bottom, TopRight };
Screen(Screen_ screen) {
if (screen == Top) {
target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT,
DisplayTransferFlags);
} else if (screen == Bottom) {
target = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_BOTTOM, GFX_LEFT,
DisplayTransferFlags);
} else if (screen == TopRight) {
target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_RIGHT,
DisplayTransferFlags);
}
}
~Screen() {}
void Clear() { C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0x00000000, 0); }
void Use() { C3D_FrameDrawOn(target); }
vec2 GetSize() const {
return vec2(target->frameBuf.height, target->frameBuf.width);
}
C3D_RenderTarget* Get() const { return target; }
operator C3D_RenderTarget*() const { return target; }
private:
const u32 DisplayTransferFlags =
(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_RenderTarget* target;
};
} // namespace PD

View File

@ -0,0 +1,123 @@
#pragma once
/*
MIT License
Copyright (c) 2024 tobid7
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include <citro3d.h>
#include <pd/common/common.hpp>
#include <pd/maths/vec.hpp>
namespace PD {
class Texture : public SmartCtor<Texture> {
public:
enum Type {
RGBA32,
RGB24,
A8,
};
enum Filter {
NEAREST,
LINEAR,
};
/// @brief Default constructor
Texture() : uv(0.f, 1.f, 1.f, 0.f) {}
/// @brief Load file Constructor
/// @param path path to file
Texture(const std::string& path) : uv(0.f, 1.f, 1.f, 0.f) {
this->LoadFile(path);
}
/// @brief Load Memory constructor
/// @param data File Data reference
Texture(const std::vector<u8>& data) : uv(0.f, 1.f, 1.f, 0.f) {
this->LoadMemory(data);
}
/// @brief Load Pixels constructor
/// @param data Pixel Buffer reference
/// @param w width
/// @param h height
/// @param type Buffer Type
/// @param filter Filter
Texture(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
Filter filter = NEAREST)
: uv(0.f, 1.f, 1.f, 0.f) {
this->LoadPixels(data, w, h, type, filter);
}
/// @brief Deconstructor (aka auto delete)
~Texture() { Delete(); }
/// @brief Deletes image (if not already unloaded)
void Delete();
/// @brief Load a png/jpg/bmp from fs into a gpu tex
/// @param path path to image file
void LoadFile(const std::string& path);
/// @brief Load a png/jpg/bmp from memory
/// @param data reference to data buffer of the file
void LoadMemory(const std::vector<u8>& data);
/// @brief Create Texture out of Pixel Data
/// @param data Data reference
/// @param w width
/// @param h heigt
/// @param type Type of the databuffer
/// @param filter Filter (NEAREST OR LINEAR)
void LoadPixels(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
Filter filter = NEAREST);
/// @brief Input a Texture that you had set up on your own
/// @param tex Texture reference (deletes itself)
/// @param rszs The size of the source image
/// @param uvs Your uv Setup
void LoadExternal(C3D_Tex* tex, vec2 rszs, vec4 uvs) {
this->Delete();
this->tex = tex;
this->size = rszs;
this->uv = uvs;
}
vec2 GetRealSize() {
if (!tex) {
return vec2();
}
return vec2(tex->width, tex->height);
}
vec2 GetSize() const { return size; }
C3D_Tex* GetTex() const { return tex; };
vec4 GetUV() const { return uv; }
bool IsValid() const { return tex != 0; }
operator C3D_Tex*() const { return tex; }
operator vec2() const { return size; }
operator vec4() const { return uv; }
operator bool() const { return tex != 0; }
private:
void MakeTex(std::vector<u8>& buf, int w, int h, Type type = RGBA32,
Filter filter = NEAREST);
vec2 size;
vec4 uv;
C3D_Tex* tex = nullptr;
};
} // namespace PD