- 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
123 lines
3.8 KiB
C++
123 lines
3.8 KiB
C++
#pragma once
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/*
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MIT License
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Copyright (c) 2024 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 <citro3d.h>
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#include <pd/common/common.hpp>
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#include <pd/maths/vec.hpp>
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namespace PD {
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class Texture : public SmartCtor<Texture> {
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public:
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enum Type {
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RGBA32,
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RGB24,
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A8,
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};
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enum Filter {
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NEAREST,
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LINEAR,
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};
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/// @brief Default constructor
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Texture() : uv(0.f, 1.f, 1.f, 0.f) {}
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/// @brief Load file Constructor
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/// @param path path to file
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Texture(const std::string& path) : uv(0.f, 1.f, 1.f, 0.f) {
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this->LoadFile(path);
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}
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/// @brief Load Memory constructor
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/// @param data File Data reference
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Texture(const std::vector<u8>& data) : uv(0.f, 1.f, 1.f, 0.f) {
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this->LoadMemory(data);
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}
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/// @brief Load Pixels constructor
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/// @param data Pixel Buffer reference
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/// @param w width
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/// @param h height
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/// @param type Buffer Type
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/// @param filter Filter
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Texture(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
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Filter filter = NEAREST)
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: uv(0.f, 1.f, 1.f, 0.f) {
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this->LoadPixels(data, w, h, type, filter);
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}
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/// @brief Deconstructor (aka auto delete)
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~Texture() { Delete(); }
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/// @brief Deletes image (if not already unloaded)
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void Delete();
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/// @brief Load a png/jpg/bmp from fs into a gpu tex
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/// @param path path to image file
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void LoadFile(const std::string& path);
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/// @brief Load a png/jpg/bmp from memory
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/// @param data reference to data buffer of the file
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void LoadMemory(const std::vector<u8>& data);
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/// @brief Create Texture out of Pixel Data
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/// @param data Data reference
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/// @param w width
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/// @param h heigt
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/// @param type Type of the databuffer
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/// @param filter Filter (NEAREST OR LINEAR)
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void LoadPixels(const std::vector<u8>& data, int w, int h, Type type = RGBA32,
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Filter filter = NEAREST);
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/// @brief Input a Texture that you had set up on your own
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/// @param tex Texture reference (deletes itself)
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/// @param rszs The size of the source image
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/// @param uvs Your uv Setup
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void LoadExternal(C3D_Tex* tex, vec2 rszs, vec4 uvs) {
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this->Delete();
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this->tex = tex;
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this->size = rszs;
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this->uv = uvs;
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}
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vec2 GetRealSize() {
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if (!tex) {
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return vec2();
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}
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return vec2(tex->width, tex->height);
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}
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vec2 GetSize() const { return size; }
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C3D_Tex* GetTex() const { return tex; };
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vec4 GetUV() const { return uv; }
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bool IsValid() const { return tex != 0; }
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operator C3D_Tex*() const { return tex; }
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operator vec2() const { return size; }
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operator vec4() const { return uv; }
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operator bool() const { return tex != 0; }
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private:
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void MakeTex(std::vector<u8>& buf, int w, int h, Type type = RGBA32,
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Filter filter = NEAREST);
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vec2 size;
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vec4 uv;
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C3D_Tex* tex = nullptr;
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};
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} // namespace PD
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