# Stage 2.1
- Split palladium into diffrent libraries - Fix a Logical bug in App class - Add New Flag to Init App Data Directory - Add Cmake Option for build tests - Bump Version in cmake file - Make Hid a Driver - Start moving 3ds specific stuff into pd-lib3ds - Split Lithium into more files
This commit is contained in:
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include/pd/lithium/renderer.hpp
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include/pd/lithium/renderer.hpp
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#pragma once
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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/core/common.hpp>
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#include <pd/lib3ds/memory.hpp>
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#include <pd/lithium/command.hpp>
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#include <pd/lithium/flags.hpp>
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#include <pd/lithium/font.hpp>
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#include <pd/lithium/objects.hpp>
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#include <pd/lithium/screen.hpp>
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#include <pd/lithium/texture.hpp>
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#include <pd/lithium/vertex.hpp>
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#include <pd/maths/vec.hpp>
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namespace PD {
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namespace LI {
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class Renderer : public SmartCtor<Renderer> {
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public:
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Renderer(LIRenderFlags flags = LIRenderFlags_Default);
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~Renderer();
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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 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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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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float Rotation() const { return rot; }
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void TextScale(float v) { text_size = v; }
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void DefaultTextScale() { text_size = default_text_size; }
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float TextScale() const { return text_size; }
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void Layer(int v) { current_layer = v; }
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int Layer() const { return current_layer; }
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LIRenderFlags& GetFlags() { return flags; }
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void Font(Font::Ref v) {
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font = v;
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font_update = true;
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}
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Font::Ref Font() const { return font; }
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void UseTex(Texture::Ref v = nullptr) {
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if (v == nullptr) {
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current_tex = white;
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return;
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}
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current_tex = v;
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}
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/// @brief Draws a Rect based on current Texture
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/// @param pos Pos
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/// @param size Size
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/// @param color Color
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/// @param uv UV Map
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void DrawRect(const vec2& pos, const vec2& size, u32 color,
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const Rect& uv = vec4(0.f, 1.f, 1.f, 0.f));
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/// @brief Draw a Solid Rect (uses white tex)
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/// @note acts as a simplified Draw rect Wrapper
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/// @param pos Position
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/// @param size Size
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/// @param color Color
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void DrawRectSolid(const vec2& pos, const vec2& size, u32 color);
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/// @brief Render a Triangle
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/// @param a Position Alpha
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/// @param b Position Bravo
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/// @param c Position Delta
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/// @param color Color
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/// @note Defaults to Solif Color
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void DrawTriangle(const vec2& a, const vec2& b, const vec2& c, u32 color);
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/// @brief Draw a Circle (Supports Textures)
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/// @param center_pos Center Position
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/// @param r Radius
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/// @param color Color
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/// @param segments Segments to use
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/// @note Textures could look a bit janky due to uv mapping
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void DrawCircle(const vec2& center_pos, float r, u32 color, int segments);
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/// @brief Draw a Line between to Positions
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/// @param a Position Alpha
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/// @param b Position Bravo
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/// @param color Color
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/// @param t Thickness
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void DrawLine(const vec2& a, const vec2& b, u32 color, int t);
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void DrawText(const vec2& pos, u32 color, const std::string& text,
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u32 flags = 0, const vec2& ap = vec2());
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/// @brief Draw a Texture as 2D Image
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/// @param pos Position
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/// @param tex Texture reference
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/// @param scale Scale (cause maybe wants to be resized)
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/// @note Acts as a Simplified wrapper to DrawRect
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void DrawImage(const vec2& pos, Texture::Ref tex,
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const vec2& scale = vec2(1.f));
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/// Debug STUFF
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u32 Vertices() const { return vertices; }
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u32 Indices() const { return indices; }
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u32 Commands() const { return commands; }
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u32 DrawCalls() const { return drawcalls; }
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u32 AstUsage() const { return ast.size(); }
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u32 TmsUsage() const { return tms.size(); }
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/// TOOLS ///
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static void RotateCorner(vec2& v, float s, float c);
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static Rect CreateRect(const vec2& pos, const vec2& size, float angle);
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static Rect CreateLine(const vec2& a, const vec2& b, int t);
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static bool InBox(const vec2& pos, const vec2& size, const vec4& rect);
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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[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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/// @brief Creates a default Quad Render Command
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void QuadCommand(Command::Ref cmd, const Rect& quad, const Rect& uv, u32 col);
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/// @brief Create a Default Triangle
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void TriangleCommand(Command::Ref cmd, const vec2& a, const vec2& b,
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const vec2& c, u32 col);
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/// @brief Create List of a Text Commands
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/// @param cmds Link to a command List
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/// @param pos Position
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/// @param color Color
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/// @param text Text
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/// @param flags Flags
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/// @param box (Size for wrapping / Offset for Centered Text)
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/// @note Funktion macht noch faxxen (Text nicht sichtbar)
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void TextCommand(std::vector<Command::Ref>& cmds, const vec2& pos, u32 color,
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const std::string& text, LITextFlags flags, const vec2& box);
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vec2 GetTextDimensions(const std::string& text);
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std::string ShortText(const std::string& text, int maxlen, vec2& newsize);
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std::string WrapText(const std::string& text, int maxlen, vec2& newsize);
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private:
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/// Helper Funcitons ///
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void UpdateRenderMode(const RenderMode& mode);
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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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LIRenderFlags flags = LIRenderFlags_Default;
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vec2 area_size;
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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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Font::Ref font = nullptr;
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bool font_update;
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RenderMode mode = RenderMode_RGBA;
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// Text Map System
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std::map<std::string, TextBox> tms;
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// (Auto) Static Text
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std::unordered_map<u32, StaticText::Ref> ast;
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/// Text Rendering ///
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const float default_font_h = 24.f;
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const float default_text_size = 0.7f;
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float text_size = 0.7f;
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/// Special ///
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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::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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u32 index_idx = 0;
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u32 cmd_idx = 0;
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/// Debug ///
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u32 vertices = 0;
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u32 indices = 0;
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u32 commands = 0;
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u32 drawcalls = 0;
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/// Shader
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DVLB_s* dvlb = nullptr;
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shaderProgram_s shader;
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C3D_AttrInfo attr;
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int uLoc_projection = 0;
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/// Matrix
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C3D_Mtx top_proj;
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C3D_Mtx bot_proj;
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};
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} // namespace LI
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} // namespace PD
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