# Stage 1.8
- Renderer now vould use more screen Objects - Register default Top and Bottom Screens (for Overlays and UI7) - Make ToHex an Inline header func - Add GetCompilerVersion - Add Library Compile And Version Info to common - Remove z of vertex object and shader in position - Add Container base and SubContainers to UI7 - Add abillity to Join Multiple Objects in Same Line and Center them - Fix LayerOrder Bug for updating texts in DrawList
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@ -113,21 +113,13 @@ class Vertex {
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Vertex(const vec2& p, const vec2& u, u32 c) {
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pos[0] = p[0];
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pos[1] = p[1];
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pos[2] = 0.f;
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uv = u;
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color = c;
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}
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~Vertex() {}
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Vertex& Pos(const vec3& v) {
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pos = v;
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return *this;
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}
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// Lets support that as well
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Vertex& Pos(const vec2& v) {
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pos[0] = v[0];
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pos[1] = v[1];
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pos[2] = 0.f;
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pos = v;
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return *this;
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}
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Vertex& Uv(const vec2& v) {
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@ -140,7 +132,7 @@ class Vertex {
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}
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// private:
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vec3 pos;
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vec2 pos;
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vec2 uv;
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u32 color;
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};
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@ -270,7 +262,7 @@ class StaticObject : public SmartCtor<StaticObject> {
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void MoveIt(vec2 off) {
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for (auto& it : cpy) {
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for (auto& jt : it->VertexList()) {
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jt.pos += vec3(off, 0);
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jt.pos += off;
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}
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}
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}
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@ -354,27 +346,24 @@ class Renderer : public SmartCtor<Renderer> {
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StaticObject::Ref text;
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};
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void Render();
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void PrepareRender();
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void Render(Screen::Ref s);
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void FinalizeRender();
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void OnScreen(Screen::Screen_ screen) {
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if (screen == Screen::Top) {
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bottom = false;
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area_size = top->GetSize();
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} else if (screen == Screen::Bottom) {
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bottom = true;
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area_size = bot->GetSize();
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} else {
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void RegisterScreen(bool bottom, Screen::Ref s) { screens[bottom] = s; }
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void OnScreen(Screen::Ref s) {
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if (!s) {
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return;
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}
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this->screen = s;
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area_size = screen->GetSize();
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}
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void OnScreen(bool bottom) {
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bottom = bottom;
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area_size = bottom ? bot->GetSize() : top->GetSize();
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}
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Screen::Screen_ CurrentScreen() const {
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return bottom ? Screen::Bottom : Screen::Top;
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Screen::Ref CurrentScreen() const { return screen; }
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Screen::Ref GetScreen(bool bottom) {
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auto res = screens[bottom];
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Assert(res.get(), "Screen is not registered!");
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return res;
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}
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void Rotation(float v) { rot = v; }
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@ -458,13 +447,17 @@ class Renderer : public SmartCtor<Renderer> {
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static bool InBox(const vec2& pos, const vec4& rect);
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static bool InBox(const vec2& alpha, const vec2& bravo, const vec2& charlie,
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const vec4& rect);
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/// @brief Get The Address of a Screen
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/// @note IMPORTANT: THIS IS FOR 32Bit System
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/// Should find a better way to do this for porting this lib
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static u32 Screen32(Screen::Ref s) { return (u32)s.get(); }
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static void OptiCommandList(std::vector<Command::Ref>& list);
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/// @brief Returns Viewport with xy
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vec4 GetViewport();
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/// @brief Push a Self Created command
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void PushCommand(Command::Ref cmd) {
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cmd->Index(cmd_idx++); // Indexing
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draw_list[bottom].push_back(cmd);
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draw_list[Screen32(screen)].push_back(cmd);
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}
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/// @brief Automatically sets up a command
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void SetupCommand(Command::Ref cmd);
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@ -487,17 +480,16 @@ class Renderer : public SmartCtor<Renderer> {
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private:
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/// Helper Funcitons ///
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void RenderOn(bool bottom);
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void UpdateRenderMode(const RenderMode& mode);
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/// @brief Screens ///
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Screen::Ref top;
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Screen::Ref bot;
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/// One Screen Only... ///
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Screen::Ref screen;
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/// Reference Screens ///
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Screen::Ref screens[2];
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/// Context Related ///
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RenderFlags flags = RenderFlags_Default;
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vec2 area_size;
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bool bottom = false;
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int current_layer = 0;
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Texture::Ref current_tex = nullptr;
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Texture::Ref white = nullptr; // Single color
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@ -516,7 +508,7 @@ class Renderer : public SmartCtor<Renderer> {
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float rot = 0.f;
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/// Rendering ///
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// Use dual drawlist
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std::vector<Command::Ref> draw_list[2];
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std::unordered_map<u32, std::vector<Command::Ref>> draw_list;
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std::vector<Vertex, LinearAllocator<Vertex>> vertex_buf;
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std::vector<u16, LinearAllocator<u16>> index_buf;
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u32 vertex_idx = 0;
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@ -33,7 +33,7 @@ namespace PD {
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class Screen : public SmartCtor<Screen> {
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public:
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enum Screen_ { Top, Bottom, TopRight };
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Screen(Screen_ screen) {
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Screen(Screen_ screen) : type(screen) {
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if (screen == Top) {
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target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8,
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GPU_RB_DEPTH24_STENCIL8);
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@ -60,10 +60,13 @@ class Screen : public SmartCtor<Screen> {
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return vec2(target->frameBuf.height, target->frameBuf.width);
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}
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Screen_ ScreenType() const { return type; }
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C3D_RenderTarget* Get() const { return target; }
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operator C3D_RenderTarget*() const { return target; }
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private:
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Screen_ type;
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const u32 DisplayTransferFlags =
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) |
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GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) |
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