* [WIP] 3ds port

Recommit of everything after the 2d renderer merge

* VERY AWESOME FEATURE FRFR

* Stopped CPU suicide and app crashing for now

* put in Texture3DS function thing

* Fix clear color

* Implement 2D rendering via Citro3D

* Set 3dsx smdh metadata

* Render world content, sort of

* Push mesh dynamically

* Remove Citro3D init hacks

* Clean up Citro3D implementation

* Try to upload meshes and convert matricies

* Fix 3D rendering

* Apply optimizations

* Implement lighting

* Set 3dsx smdh metadata

* Revert "Apply optimizations"

This reverts commit 6660082fef.

* Apply optimizations

* Added a cleaner icon (#4)

* Fix pure buffer clear frames (#9)

* Disable OpenGL on 3DS (#10)

* Fix tiled textures and improve UI image quality (#11)

* Create 3DS default config overrides

* 3ds: implement apt hooks

* remove unused import

* Apply suggestions from code review

Co-authored-by: Christian Semmler <mail@csemmler.com>
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Update miniwin/src/d3drm/backends/citro3d/renderer.cpp

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* Separate 3DS apt hook code + move cmake 3ds into ISLE_BUILD_APP

* miniwin: use citro3dd if debugging

* Optimize texture encoding (#12)

* Cleanup

* Set correct mipmap level for UI textures (#13)

* cpack: include the .3dsx

* Add 3DS CI

* Fix CI

Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>

* syntax

* Refactor c3d renderer (#14)

* Refactor c3d renderer

* format

* Apply suggestions from code review

Co-authored-by: Anders Jenbo <anders@jenbo.dk>

---------

Co-authored-by: Anders Jenbo <anders@jenbo.dk>

* n3ds: just distribute the .3dsx

* upload 3dsx

* Skip uploading 3DS artifacts

* Update ci.yml

* Update ci.yml

* Remove extraneous ifdef

---------

Co-authored-by: MaxBrick <maximusbrick@gmail.com>
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
Co-authored-by: Steven <139715581+StevenSYS@users.noreply.github.com>
Co-authored-by: Christian Semmler <mail@csemmler.com>
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
This commit is contained in:
Joshua Peisach 2025-06-30 22:43:10 -04:00 committed by GitHub
parent 586327b584
commit 1ff768935e
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
18 changed files with 975 additions and 4 deletions

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@ -25,6 +25,7 @@ jobs:
build: build:
name: ${{ matrix.name }} name: ${{ matrix.name }}
runs-on: ${{ matrix.os }} runs-on: ${{ matrix.os }}
container: ${{ matrix.container || '' }}
defaults: defaults:
run: run:
shell: ${{ matrix.shell || 'sh' }} shell: ${{ matrix.shell || 'sh' }}
@ -41,6 +42,7 @@ jobs:
- { name: 'msys2 mingw64', os: 'windows-latest', dx5: false, config: true, mingw: true, werror: true, clang-tidy: true, msystem: 'mingw64', msys-env: 'mingw-w64-x86_64', shell: 'msys2 {0}' } - { name: 'msys2 mingw64', os: 'windows-latest', dx5: false, config: true, mingw: true, werror: true, clang-tidy: true, msystem: 'mingw64', msys-env: 'mingw-w64-x86_64', shell: 'msys2 {0}' }
- { name: 'macOS', os: 'macos-latest', dx5: false, config: true, brew: true, werror: true, clang-tidy: false } - { name: 'macOS', os: 'macos-latest', dx5: false, config: true, brew: true, werror: true, clang-tidy: false }
- { name: 'Emscripten', os: 'ubuntu-latest', dx5: false, config: false, emsdk: true, werror: true, clang-tidy: false, cmake-wrapper: 'emcmake' } - { name: 'Emscripten', os: 'ubuntu-latest', dx5: false, config: false, emsdk: true, werror: true, clang-tidy: false, cmake-wrapper: 'emcmake' }
- { name: 'Nintendo 3DS', os: 'ubuntu-latest', dx5: false, config: false, n3ds: true, werror: true, clang-tidy: false, container: 'devkitpro/devkitarm:latest', cmake-args: '-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/3DS.cmake' }
steps: steps:
- name: Setup vcvars - name: Setup vcvars
if: ${{ !!matrix.msvc }} if: ${{ !!matrix.msvc }}
@ -89,6 +91,7 @@ jobs:
- name: Configure (CMake) - name: Configure (CMake)
run: | run: |
${{ matrix.cmake-wrapper || '' }} cmake -S . -B build -GNinja \ ${{ matrix.cmake-wrapper || '' }} cmake -S . -B build -GNinja \
${{ matrix.cmake-args || '' }} \
-DCMAKE_BUILD_TYPE=Release \ -DCMAKE_BUILD_TYPE=Release \
-DISLE_USE_DX5=${{ !!matrix.dx5 }} \ -DISLE_USE_DX5=${{ !!matrix.dx5 }} \
-DISLE_BUILD_CONFIG=${{ !!matrix.config }} \ -DISLE_BUILD_CONFIG=${{ !!matrix.config }} \
@ -101,6 +104,7 @@ jobs:
run: cmake --build build --verbose run: cmake --build build --verbose
- name: Package (CPack) - name: Package (CPack)
if: ${{ !matrix.n3ds }}
run: | run: |
cd build cd build
cpack . cpack .
@ -128,6 +132,13 @@ jobs:
--output appimage && \ --output appimage && \
mv *.AppImage dist/ mv *.AppImage dist/
- name: Package (3DS)
if: ${{ matrix.n3ds }}
run: |
cd build
mkdir dist
mv *.3dsx dist/
- name: Upload Build Artifacts - name: Upload Build Artifacts
uses: actions/upload-artifact@v4 uses: actions/upload-artifact@v4
with: with:
@ -135,6 +146,7 @@ jobs:
path: | path: |
build/dist/isle-* build/dist/isle-*
build/dist/*.AppImage build/dist/*.AppImage
build/dist/*.3dsx
flatpak: flatpak:
name: "Flatpak (${{ matrix.arch }})" name: "Flatpak (${{ matrix.arch }})"

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@ -38,7 +38,7 @@ option(ISLE_WERROR "Treat warnings as errors" OFF)
option(ISLE_DEBUG "Enable imgui debug" ON) option(ISLE_DEBUG "Enable imgui debug" ON)
cmake_dependent_option(ISLE_USE_DX5 "Build with internal DirectX 5 SDK" "${NOT_MINGW}" "WIN32;CMAKE_SIZEOF_VOID_P EQUAL 4" OFF) cmake_dependent_option(ISLE_USE_DX5 "Build with internal DirectX 5 SDK" "${NOT_MINGW}" "WIN32;CMAKE_SIZEOF_VOID_P EQUAL 4" OFF)
cmake_dependent_option(ISLE_MINIWIN "Use miniwin" ON "NOT ISLE_USE_DX5" OFF) cmake_dependent_option(ISLE_MINIWIN "Use miniwin" ON "NOT ISLE_USE_DX5" OFF)
cmake_dependent_option(ISLE_BUILD_CONFIG "Build CONFIG.EXE application" ON "MSVC OR ISLE_MINIWIN" OFF) cmake_dependent_option(ISLE_BUILD_CONFIG "Build CONFIG.EXE application" ON "MSVC OR ISLE_MINIWIN;NOT NINTENDO_3DS" OFF)
cmake_dependent_option(ISLE_COMPILE_SHADERS "Compile shaders" ON "SDL_SHADERCROSS_BIN;TARGET Python3::Interpreter" OFF) cmake_dependent_option(ISLE_COMPILE_SHADERS "Compile shaders" ON "SDL_SHADERCROSS_BIN;TARGET Python3::Interpreter" OFF)
option(CMAKE_POSITION_INDEPENDENT_CODE "Build with -fPIC" ON) option(CMAKE_POSITION_INDEPENDENT_CODE "Build with -fPIC" ON)
option(ENABLE_CLANG_TIDY "Enable clang-tidy") option(ENABLE_CLANG_TIDY "Enable clang-tidy")
@ -523,6 +523,12 @@ if (ISLE_BUILD_APP)
target_compile_definitions(isle PRIVATE "ISLE_EMSCRIPTEN_HOST=\"${ISLE_EMSCRIPTEN_HOST}\"") target_compile_definitions(isle PRIVATE "ISLE_EMSCRIPTEN_HOST=\"${ISLE_EMSCRIPTEN_HOST}\"")
set_property(TARGET isle PROPERTY SUFFIX ".html") set_property(TARGET isle PROPERTY SUFFIX ".html")
endif() endif()
if(NINTENDO_3DS)
target_sources(isle PRIVATE
ISLE/3ds/apthooks.cpp
ISLE/3ds/config.cpp
)
endif()
endif() endif()
if (ISLE_BUILD_CONFIG) if (ISLE_BUILD_CONFIG)
@ -652,9 +658,23 @@ add_subdirectory(packaging)
set(CPACK_PACKAGE_DIRECTORY "dist") set(CPACK_PACKAGE_DIRECTORY "dist")
set(CPACK_PACKAGE_FILE_NAME "isle-${PROJECT_VERSION}-${ISLE_PACKAGE_NAME}") set(CPACK_PACKAGE_FILE_NAME "isle-${PROJECT_VERSION}-${ISLE_PACKAGE_NAME}")
if(NINTENDO_3DS)
ctr_generate_smdh(isle.smdh
NAME "LEGO Island"
TITLE "LEGO Island"
DESCRIPTION "LEGO Island for the Nintendo 3DS"
AUTHOR "isledecomp/isle-portable"
VERSION "${PROJECT_VERSION}"
ICON "ISLE/res/3ds/isle.png"
)
ctr_create_3dsx(isle SMDH isle.smdh)
install(FILES "$<TARGET_FILE_DIR:isle>/isle.3dsx" DESTINATION "${CMAKE_INSTALL_BINDIR}")
endif()
if(MSVC) if(MSVC)
set(CPACK_GENERATOR ZIP) set(CPACK_GENERATOR ZIP)
else() else()
set(CPACK_GENERATOR TGZ) set(CPACK_GENERATOR TGZ)
endif() endif()
include(CPack) include(CPack)

30
ISLE/3ds/apthooks.cpp Normal file
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@ -0,0 +1,30 @@
#include "apthooks.h"
#include "legomain.h"
#include "misc.h"
aptHookCookie g_aptCookie;
void N3DS_AptHookCallback(APT_HookType hookType, void* param)
{
switch (hookType) {
case APTHOOK_ONSLEEP:
case APTHOOK_ONSUSPEND:
Lego()->Pause();
break;
case APTHOOK_ONWAKEUP:
case APTHOOK_ONRESTORE:
Lego()->Resume();
break;
case APTHOOK_ONEXIT:
Lego()->CloseMainWindow();
break;
default:
break;
}
}
void N3DS_SetupAptHooks()
{
aptHook(&g_aptCookie, N3DS_AptHookCallback, NULL);
}

9
ISLE/3ds/apthooks.h Normal file
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@ -0,0 +1,9 @@
#ifndef N3DS_APTHOOKS_H
#define N3DS_APTHOOKS_H
#include <3ds.h>
void N3DS_AptHookCallback(APT_HookType hookType, void* param);
void N3DS_SetupAptHooks();
#endif // N3DS_APTHOOKS_H

22
ISLE/3ds/config.cpp Normal file
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@ -0,0 +1,22 @@
#include "config.h"
#include <SDL3/SDL_log.h>
#include <iniparser.h>
void N3DS_SetupDefaultConfigOverrides(dictionary* p_dictionary)
{
SDL_Log("Overriding default config for 3DS");
// We are currently not bundling the assets into romfs.
// User must place assets in sdmc:/3ds/isle where
// sdmc:/3ds/isle/LEGO/SCRIPTS/CREDITS.si exists, for example.
iniparser_set(p_dictionary, "isle:diskpath", "sdmc:/3ds/isle/LEGO/disk");
iniparser_set(p_dictionary, "isle:cdpath", "sdmc:/3ds/isle");
// TODO: Save path: can we use libctru FS save data functions? Would be neat, especially for CIA install
// Extra / at the end causes some issues
iniparser_set(p_dictionary, "isle:savepath", "sdmc:/3ds/isle");
// Use e_noAnimation/cut transition
iniparser_set(p_dictionary, "isle:Transition Type", "1");
}

8
ISLE/3ds/config.h Normal file
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@ -0,0 +1,8 @@
#ifndef N3DS_CONFIG_H
#define N3DS_CONFIG_H
#include "dictionary.h"
void N3DS_SetupDefaultConfigOverrides(dictionary* p_dictionary);
#endif // N3DS_CONFIG_H

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@ -50,6 +50,11 @@
#include "emscripten/messagebox.h" #include "emscripten/messagebox.h"
#endif #endif
#ifdef __3DS__
#include "3ds/apthooks.h"
#include "3ds/config.h"
#endif
DECOMP_SIZE_ASSERT(IsleApp, 0x8c) DECOMP_SIZE_ASSERT(IsleApp, 0x8c)
// GLOBAL: ISLE 0x410030 // GLOBAL: ISLE 0x410030
@ -313,6 +318,9 @@ SDL_AppResult SDL_AppInit(void** appstate, int argc, char** argv)
}, },
NULL NULL
); );
#endif
#ifdef __3DS__
N3DS_SetupAptHooks();
#endif #endif
return SDL_APP_CONTINUE; return SDL_APP_CONTINUE;
} }
@ -654,7 +662,7 @@ MxResult IsleApp::SetupWindow()
SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, g_targetHeight); SDL_SetNumberProperty(props, SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER, g_targetHeight);
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN, m_fullScreen); SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN, m_fullScreen);
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, WINDOW_TITLE); SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, WINDOW_TITLE);
#ifdef MINIWIN #if defined(MINIWIN) && !defined(__3DS__)
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true); SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
@ -825,6 +833,9 @@ bool IsleApp::LoadConfig()
iniparser_set(dict, "isle:Max Allowed Extras", SDL_itoa(m_maxAllowedExtras, buf, 10)); iniparser_set(dict, "isle:Max Allowed Extras", SDL_itoa(m_maxAllowedExtras, buf, 10));
iniparser_set(dict, "isle:Transition Type", SDL_itoa(m_transitionType, buf, 10)); iniparser_set(dict, "isle:Transition Type", SDL_itoa(m_transitionType, buf, 10));
#ifdef __3DS__
N3DS_SetupDefaultConfigOverrides(dict);
#endif
iniparser_dump_ini(dict, iniFP); iniparser_dump_ini(dict, iniFP);
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "New config written at '%s'", iniConfig); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "New config written at '%s'", iniConfig);
fclose(iniFP); fclose(iniFP);

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@ -96,6 +96,7 @@ class IsleApp {
}; };
extern IsleApp* g_isle; extern IsleApp* g_isle;
extern MxS32 g_closed;
extern IDirect3DRMMiniwinDevice* GetD3DRMMiniwinDevice(); extern IDirect3DRMMiniwinDevice* GetD3DRMMiniwinDevice();

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@ -309,7 +309,7 @@ void IsleDebug_Render()
if (ImGui::TreeNode("Sound Manager")) { if (ImGui::TreeNode("Sound Manager")) {
LegoSoundManager* soundManager = lego->GetSoundManager(); LegoSoundManager* soundManager = lego->GetSoundManager();
Sint32 oldVolume = soundManager->GetVolume(); Sint32 oldVolume = soundManager->GetVolume();
Sint32 volume = oldVolume; int volume = oldVolume;
ImGui::SliderInt("volume", &volume, 0, 100); ImGui::SliderInt("volume", &volume, 0, 100);
if (volume != oldVolume) { if (volume != oldVolume) {
soundManager->SetVolume(volume); soundManager->SetVolume(volume);

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@ -54,6 +54,23 @@ else()
message(STATUS "🧩 OpenGL ES 2.x support not enabled") message(STATUS "🧩 OpenGL ES 2.x support not enabled")
endif() endif()
if(NINTENDO_3DS)
if(ISLE_DEBUG)
find_library(CITRO3D_LIBRARY NAMES citro3dd)
else()
find_library(CITRO3D_LIBRARY NAMES citro3d)
endif()
if(CITRO3D_LIBRARY)
message(STATUS "Found citro3d: enabling Citro3D renderer")
target_sources(miniwin PRIVATE src/d3drm/backends/citro3d/renderer.cpp)
ctr_add_shader_library(vshader src/d3drm/backends/citro3d/vshader.v.pica)
dkp_add_embedded_binary_library(3ds_shaders vshader)
target_link_libraries(miniwin PRIVATE ${CITRO3D_LIBRARY} 3ds_shaders)
else()
message(STATUS "🧩 Citro3D support not enabled")
endif()
endif()
if(WIN32) if(WIN32)
target_sources(miniwin PRIVATE target_sources(miniwin PRIVATE
src/d3drm/backends/directx9/actual.cpp src/d3drm/backends/directx9/actual.cpp

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@ -0,0 +1,606 @@
#include "d3drmrenderer.h"
#include "d3drmrenderer_citro3d.h"
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include "meshutils.h"
#include "miniwin.h"
#include "vshader_shbin.h"
#include <cstring>
static bool g_rendering = false;
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection;
static int uLoc_modelView;
static int uLoc_meshColor;
static int uLoc_lightVec;
static int uLoc_lightClr;
static int uLoc_shininess;
Citro3DRenderer::Citro3DRenderer(DWORD width, DWORD height)
{
m_width = 320;
m_height = 240;
m_virtualWidth = width;
m_virtualHeight = height;
gfxInitDefault();
consoleInit(GFX_TOP, nullptr);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
m_renderTarget = C3D_RenderTargetCreate(m_height, m_width, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(
m_renderTarget,
GFX_BOTTOM,
GFX_LEFT,
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)
);
vshader_dvlb = DVLB_ParseFile((u32*) vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program);
C3D_CullFace(GPU_CULL_FRONT_CCW);
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
uLoc_meshColor = shaderInstanceGetUniformLocation(program.vertexShader, "meshColor");
uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
uLoc_shininess = shaderInstanceGetUniformLocation(program.vertexShader, "shininess");
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v2=normal
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 2); // v1=texcoord
}
Citro3DRenderer::~Citro3DRenderer()
{
shaderProgramFree(&program);
DVLB_Free(vshader_dvlb);
C3D_Fini();
gfxExit();
}
void Citro3DRenderer::PushLights(const SceneLight* lights, size_t count)
{
m_lights.assign(lights, lights + count);
}
void Citro3DRenderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
{
memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
}
void Citro3DRenderer::SetFrustumPlanes(const Plane* frustumPlanes)
{
}
struct Citro3DCacheDestroyContext {
Citro3DRenderer* renderer;
Uint32 id;
};
void Citro3DRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
{
auto* ctx = new Citro3DCacheDestroyContext{this, id};
texture->AddDestroyCallback(
[](IDirect3DRMObject* obj, void* arg) {
auto* ctx = static_cast<Citro3DCacheDestroyContext*>(arg);
auto& entry = ctx->renderer->m_textures[ctx->id];
if (entry.texture) {
C3D_TexDelete(&entry.c3dTex);
entry.texture = nullptr;
}
delete ctx;
},
ctx
);
}
static int NearestPowerOfTwoClamp(int val)
{
static const int sizes[] = {8, 16, 32, 64, 128, 256, 512};
for (int size : sizes) {
if (val <= size) {
return size;
}
}
return 512;
}
static SDL_Surface* ConvertAndResizeSurface(SDL_Surface* original, bool isUI, float scale)
{
SDL_Surface* converted = SDL_ConvertSurface(original, SDL_PIXELFORMAT_RGBA8888);
if (!converted) {
return nullptr;
}
if (!isUI) {
return converted;
}
int scaledW = static_cast<int>(converted->w * scale);
int scaledH = static_cast<int>(converted->h * scale);
int paddedW = NearestPowerOfTwoClamp(scaledW);
int paddedH = NearestPowerOfTwoClamp(scaledH);
SDL_Surface* padded = SDL_CreateSurface(paddedW, paddedH, SDL_PIXELFORMAT_RGBA8888);
if (!padded) {
SDL_DestroySurface(converted);
return nullptr;
}
SDL_Rect dstRect = {0, 0, scaledW, scaledH};
SDL_BlitSurfaceScaled(converted, nullptr, padded, &dstRect, SDL_SCALEMODE_LINEAR);
SDL_DestroySurface(converted);
return padded;
}
static void EncodeTextureLayout(const u8* src, u8* dst, int width, int height)
{
const int tileSize = 8;
const int bytesPerPixel = 4;
int tilesPerRow = (width + tileSize - 1) / tileSize;
static const uint8_t mortonLUT[64] = {0, 1, 4, 5, 16, 17, 20, 21, 2, 3, 6, 7, 18, 19, 22, 23,
8, 9, 12, 13, 24, 25, 28, 29, 10, 11, 14, 15, 26, 27, 30, 31,
32, 33, 36, 37, 48, 49, 52, 53, 34, 35, 38, 39, 50, 51, 54, 55,
40, 41, 44, 45, 56, 57, 60, 61, 42, 43, 46, 47, 58, 59, 62, 63};
for (int tileY = 0; tileY < height; tileY += tileSize) {
for (int tileX = 0; tileX < width; tileX += tileSize) {
int tileIndex = (tileY / tileSize) * tilesPerRow + (tileX / tileSize);
tileIndex *= tileSize * tileSize;
for (int y = 0; y < tileSize; ++y) {
for (int x = 0; x < tileSize; ++x) {
int srcX = tileX + x;
int srcY = tileY + y;
if (srcX >= width || srcY >= height) {
continue;
}
int morton = mortonLUT[y * tileSize + x];
int dstIndex = (tileIndex + morton) * bytesPerPixel;
int srcIndex = ((height - 1 - srcY) * width + srcX);
*(u32*) &dst[dstIndex] = ((u32*) src)[srcIndex];
}
}
}
}
}
static bool ConvertAndUploadTexture(C3D_Tex* tex, SDL_Surface* originalSurface, bool isUI, float scale)
{
SDL_Surface* resized = ConvertAndResizeSurface(originalSurface, isUI, scale);
if (!resized) {
return false;
}
int width = resized->w;
int height = resized->h;
C3D_TexInitParams params = {};
params.width = width;
params.height = height;
params.format = GPU_RGBA8;
params.maxLevel = isUI ? 0 : 4;
params.type = GPU_TEX_2D;
if (!C3D_TexInitWithParams(tex, nullptr, params)) {
SDL_DestroySurface(resized);
return false;
}
uint8_t* tiledData = (uint8_t*) malloc(width * height * 4);
if (!tiledData) {
SDL_DestroySurface(resized);
return false;
}
EncodeTextureLayout((const u8*) resized->pixels, tiledData, width, height);
SDL_DestroySurface(resized);
C3D_TexUpload(tex, tiledData);
free(tiledData);
if (isUI) {
C3D_TexSetFilter(tex, GPU_NEAREST, GPU_NEAREST);
C3D_TexSetWrap(tex, GPU_CLAMP_TO_EDGE, GPU_CLAMP_TO_EDGE);
}
else {
C3D_TexSetFilter(tex, GPU_LINEAR, GPU_LINEAR);
C3D_TexSetWrap(tex, GPU_REPEAT, GPU_REPEAT);
C3D_TexSetFilterMipmap(tex, GPU_LINEAR);
C3D_TexGenerateMipmap(tex, GPU_TEXFACE_2D);
}
return true;
}
Uint32 Citro3DRenderer::GetTextureId(IDirect3DRMTexture* iTexture, bool isUi)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
SDL_Surface* originalSurface = surface->m_surface;
int originalW = originalSurface->w;
int originalH = originalSurface->h;
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (tex.texture == texture) {
if (tex.version != texture->m_version) {
C3D_TexDelete(&tex.c3dTex);
if (!ConvertAndUploadTexture(&tex.c3dTex, originalSurface, isUi, m_viewportTransform.scale)) {
return NO_TEXTURE_ID;
}
tex.version = texture->m_version;
tex.width = NearestPowerOfTwoClamp(originalW * m_viewportTransform.scale);
tex.height = NearestPowerOfTwoClamp(originalH * m_viewportTransform.scale);
}
return i;
}
}
C3DTextureCacheEntry entry;
entry.texture = texture;
entry.version = texture->m_version;
entry.width = NearestPowerOfTwoClamp(originalW * m_viewportTransform.scale);
entry.height = NearestPowerOfTwoClamp(originalH * m_viewportTransform.scale);
if (!ConvertAndUploadTexture(&entry.c3dTex, originalSurface, isUi, m_viewportTransform.scale)) {
return NO_TEXTURE_ID;
}
for (Uint32 i = 0; i < m_textures.size(); ++i) {
if (!m_textures[i].texture) {
m_textures[i] = std::move(entry);
AddTextureDestroyCallback(i, texture);
return i;
}
}
m_textures.push_back(std::move(entry));
AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture);
return (Uint32) (m_textures.size() - 1);
}
C3DMeshCacheEntry C3DUploadMesh(const MeshGroup& meshGroup)
{
C3DMeshCacheEntry cache{&meshGroup, meshGroup.version};
std::vector<D3DRMVERTEX> vertexBuffer;
std::vector<uint16_t> indexBuffer;
if (meshGroup.quality == D3DRMRENDER_FLAT || meshGroup.quality == D3DRMRENDER_UNLITFLAT) {
FlattenSurfaces(
meshGroup.vertices.data(),
meshGroup.vertices.size(),
meshGroup.indices.data(),
meshGroup.indices.size(),
meshGroup.texture != nullptr,
vertexBuffer,
indexBuffer
);
}
else {
vertexBuffer.assign(meshGroup.vertices.begin(), meshGroup.vertices.end());
indexBuffer.assign(meshGroup.indices.begin(), meshGroup.indices.end());
}
// Flatten vertices as IBO is buggy on 3DS hardware
std::vector<D3DRMVERTEX> vertexUploadBuffer;
vertexUploadBuffer.reserve(indexBuffer.size());
for (size_t i = 0; i < indexBuffer.size(); ++i) {
vertexUploadBuffer.emplace_back(vertexBuffer[indexBuffer[i]]);
}
size_t vertexBufferSize = vertexUploadBuffer.size() * sizeof(D3DRMVERTEX);
cache.vbo = linearAlloc(vertexBufferSize);
memcpy(cache.vbo, vertexUploadBuffer.data(), vertexBufferSize);
cache.vertexCount = vertexUploadBuffer.size();
return cache;
}
void Citro3DRenderer::AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh)
{
auto* ctx = new Citro3DCacheDestroyContext{this, id};
mesh->AddDestroyCallback(
[](IDirect3DRMObject* obj, void* arg) {
auto* ctx = static_cast<Citro3DCacheDestroyContext*>(arg);
auto& cacheEntry = ctx->renderer->m_meshs[ctx->id];
if (cacheEntry.meshGroup) {
cacheEntry.meshGroup = nullptr;
linearFree(cacheEntry.vbo);
cacheEntry.vertexCount = 0;
}
delete ctx;
},
ctx
);
}
Uint32 Citro3DRenderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup)
{
for (Uint32 i = 0; i < m_meshs.size(); ++i) {
auto& cache = m_meshs[i];
if (cache.meshGroup == meshGroup) {
if (cache.version != meshGroup->version) {
cache = std::move(C3DUploadMesh(*meshGroup));
}
return i;
}
}
auto newCache = C3DUploadMesh(*meshGroup);
for (Uint32 i = 0; i < m_meshs.size(); ++i) {
auto& cache = m_meshs[i];
if (!cache.meshGroup) {
cache = std::move(newCache);
AddMeshDestroyCallback(i, mesh);
return i;
}
}
m_meshs.push_back(std::move(newCache));
AddMeshDestroyCallback((Uint32) (m_meshs.size() - 1), mesh);
return (Uint32) (m_meshs.size() - 1);
}
void Citro3DRenderer::StartFrame()
{
if (g_rendering) {
return;
}
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_FrameDrawOn(m_renderTarget);
g_rendering = true;
}
void ConvertPerspective(const D3DRMMATRIX4D in, C3D_Mtx* out)
{
float f_h = in[0][0];
float f_v = in[1][1];
float aspect = f_v / f_h;
float fovY = 2.0f * atanf(1.0f / f_v);
float nearZ = -in[3][2] / in[2][2];
float farZ = nearZ * in[2][2] / (in[2][2] - 1.0f);
Mtx_PerspTilt(out, fovY, aspect, nearZ, farZ, true);
}
HRESULT Citro3DRenderer::BeginFrame()
{
StartFrame();
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_ALL);
C3D_Mtx projection;
ConvertPerspective(m_projection, &projection);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
for (const auto& light : m_lights) {
FColor lightColor = light.color;
if (light.positional == 0.0f && light.directional == 0.0f) {
// Ambient light
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 2, lightColor.r, lightColor.g, lightColor.b, 1.0f);
}
else if (light.directional == 1.0f) {
C3D_FVUnifSet(
GPU_VERTEX_SHADER,
uLoc_lightVec + 1,
-light.direction.x,
-light.direction.y,
-light.direction.z,
0.0f
);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 1, lightColor.r, lightColor.g, lightColor.b, 0.0f);
}
else if (light.positional == 1.0f) {
C3D_FVUnifSet(
GPU_VERTEX_SHADER,
uLoc_lightVec + 0,
light.position.x,
light.position.y,
light.position.z,
0.0f
);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 0, lightColor.r, lightColor.g, lightColor.b, 0.0f);
}
}
return S_OK;
}
void Citro3DRenderer::EnableTransparency()
{
C3D_DepthTest(true, GPU_GREATER, GPU_WRITE_COLOR);
}
void ConvertMatrix(const D3DRMMATRIX4D in, C3D_Mtx* out)
{
for (int i = 0; i < 4; i++) {
out->r[i].x = in[0][i];
out->r[i].y = in[1][i];
out->r[i].z = in[2][i];
out->r[i].w = in[3][i];
}
}
void Citro3DRenderer::SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const D3DRMMATRIX4D& worldMatrix,
const D3DRMMATRIX4D& viewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
)
{
C3D_Mtx modelView;
ConvertMatrix(modelViewMatrix, &modelView);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
auto& mesh = m_meshs[meshId];
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, mesh.vbo, sizeof(D3DRMVERTEX), 3, 0x210);
C3D_FVUnifSet(
GPU_VERTEX_SHADER,
uLoc_meshColor,
appearance.color.r / 255.0f,
appearance.color.g / 255.0f,
appearance.color.b / 255.0f,
appearance.color.a / 255.0f
);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_shininess, appearance.shininess / 255.0f, 0.0f, 0.0f, 0.0f);
if (appearance.textureId != NO_TEXTURE_ID) {
C3D_TexBind(0, &m_textures[appearance.textureId].c3dTex);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
}
else {
C3D_TexBind(0, nullptr);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
C3D_DrawArrays(GPU_TRIANGLES, 0, mesh.vertexCount);
}
HRESULT Citro3DRenderer::FinalizeFrame()
{
return S_OK;
}
void Citro3DRenderer::Resize(int width, int height, const ViewportTransform& viewportTransform)
{
m_width = width;
m_height = height;
m_viewportTransform = viewportTransform;
}
void Citro3DRenderer::Clear(float r, float g, float b)
{
StartFrame();
u32 color =
(static_cast<u32>(r * 255) << 24) | (static_cast<u32>(g * 255) << 16) | (static_cast<u32>(b * 255) << 8) | 255;
C3D_RenderTargetClear(m_renderTarget, C3D_CLEAR_ALL, color, 0);
}
void Citro3DRenderer::Flip()
{
C3D_FrameEnd(0);
gfxFlushBuffers();
gspWaitForVBlank();
g_rendering = false;
}
void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
{
C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
StartFrame();
C3D_DepthTest(false, GPU_GREATER, GPU_WRITE_COLOR);
float left = -m_viewportTransform.offsetX / m_viewportTransform.scale;
float right = (m_width - m_viewportTransform.offsetX) / m_viewportTransform.scale;
float top = -m_viewportTransform.offsetY / m_viewportTransform.scale;
float bottom = (m_height - m_viewportTransform.offsetY) / m_viewportTransform.scale;
C3D_Mtx projection, modelView;
Mtx_OrthoTilt(&projection, left, right, bottom, top, 0.0f, 1.0f, true);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
Mtx_Identity(&modelView);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
// Set light directions
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec + 0, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec + 1, 0.0f, 0.0f, 0.0f, 0.0f);
// Set light colors
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 0, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 1, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr + 2, 1.0f, 1.0f, 1.0f, 1.0f); // Ambient
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_shininess, 0.0f, 0.0f, 0.0f, 0.0f);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_meshColor, 1.0f, 1.0f, 1.0f, 1.0f);
C3DTextureCacheEntry& texture = m_textures[textureId];
C3D_TexBind(0, &texture.c3dTex);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
float scale = m_viewportTransform.scale;
float x1 = static_cast<float>(dstRect.x);
float y1 = static_cast<float>(dstRect.y);
float x2 = x1 + static_cast<float>(dstRect.w);
float y2 = y1 + static_cast<float>(dstRect.h);
float u0 = (srcRect.x * scale) / texture.width;
float u1 = ((srcRect.x + srcRect.w) * scale) / texture.width;
float v0 = (srcRect.y * scale) / texture.height;
float v1 = ((srcRect.y + srcRect.h) * scale) / texture.height;
C3D_ImmDrawBegin(GPU_TRIANGLES);
// Triangle 1
C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(u0, v0, 0.0f, 0.0f);
C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(u1, v0, 0.0f, 0.0f);
C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(u1, v1, 0.0f, 0.0f);
// Triangle 2
C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(u1, v1, 0.0f, 0.0f);
C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(u0, v1, 0.0f, 0.0f);
C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(u0, v0, 0.0f, 0.0f);
C3D_ImmDrawEnd();
}
void Citro3DRenderer::Download(SDL_Surface* target)
{
MINIWIN_NOT_IMPLEMENTED();
}

View File

@ -0,0 +1,130 @@
; Uniforms
.fvec projection[4], modelView[4], meshColor
.fvec lightVec[2], lightClr[3], shininess
; Constants
.constf myconst(0.0, 1.0, -1.0, -0.5)
; Outputs
.out outpos position
.out outtc0 texcoord0
.out outclr color
; Inputs
.alias inpos v0
.alias innrm v1
.alias intex v2
.proc main
; Prepare constants in usable temp regs
mov r15.x, myconst.x ; 0.0
mov r15.y, myconst.y ; 1.0
mov r15.z, myconst.z ; -1.0
; Force the w component of inpos to be 1.0
mov r0.xyz, inpos
mov r0.w, r15.y
; r1 = modelView * inpos
dp4 r1.x, modelView[0], r0
dp4 r1.y, modelView[1], r0
dp4 r1.z, modelView[2], r0
dp4 r1.w, modelView[3], r0
; outpos = projection * r1
dp4 outpos.x, projection[0], r1
dp4 outpos.y, projection[1], r1
dp4 outpos.z, projection[2], r1
dp4 outpos.w, projection[3], r1
; outtex = intex
mov outtc0, intex
mov outtc0.zw, myconst.xy
; Transform normal
mov r2.xyz, innrm
mov r2.w, r15.x
dp4 r3.x, modelView[0], r2
dp4 r3.y, modelView[1], r2
dp4 r3.z, modelView[2], r2
mov r3.w, r15.x
dp3 r4.x, r3, r3
rsq r4.x, r4.x
mul r3, r4.xxxx, r3 ; r3 = normalized normal
; Normalize lightVec[0]
mov r5, lightVec[0]
dp3 r6.x, r5, r5
rsq r6.x, r6.x
mul r5, r6.xxxx, r5
; dot(normal, lightVec[0])
dp3 r6.x, r3, r5
max r6.x, r6.x, r15.xxxx
; Normalize lightVec[1]
mov r7, lightVec[1]
dp3 r8.x, r7, r7
rsq r8.x, r8.x
mul r7, r8.xxxx, r7
; dot(normal, lightVec[1])
dp3 r6.y, r3, r7
max r6.y, r6.y, r15.xxxx
; Load lightClr
mov r8, lightClr[2] ; ambient
mov r9, lightClr[0] ; point
mov r10, lightClr[1] ; directional
; diffuse = ambient + (lightClr[0] * dot0) + (lightClr[1] * dot1)
mul r11, r9, r6.xxxx
add r8, r8, r11
mul r11, r10, r6.yyyy
add r8, r8, r11 ; r8 = diffuse
; Check if shininess > 0
mov r12, shininess
slt r13.x, r15.x, r12.x
; viewVec = normalize(-position.xyz)
mov r14.xyz, r1.xyz
mul r14.xyz, r14.xyz, r15.zzz
dp3 r4.x, r14, r14
rsq r4.x, r4.x
mul r14, r4.xxxx, r14
; H = normalize(view + lightVec[1])
add r11, r14, r7
dp3 r4.x, r11, r11
rsq r4.x, r4.x
mul r11, r4.xxxx, r11
; dot(normal, H)
dp3 r4.x, r3, r11
max r4.x, r4.x, r15.x
; Approximate pow(dotNH, 10) by repeated multiplication
mul r5.x, r4.x, r4.x ; dotNH^2
mul r5.x, r5.x, r5.x ; dotNH^4
mul r5.x, r5.x, r5.x ; dotNH^8
mul r4.x, r5.x, r4.x ; dotNH^9
mul r4.x, r4.x, r4.x ; dotNH^10
; Multiply by shininess > 0 flag
mul r4.x, r4.x, r13.x
; specular = lightClr[1] * spec
mul r5, r10, r4.xxxx
; final = diffuse * meshColor + specular * lightClr[1]
mov r9, meshColor
mul r6, r8, r9 ; diffuse * meshColor
add r7.xyz, r6.xyz, r5.xyz ; add specular (already multiplied by lightClr)
min r7.xyz, r7.xyz, r15.yyyy
mov outclr.xyz, r7.xyz
mov outclr.w, meshColor.w
end
.end

View File

@ -80,7 +80,7 @@ void Direct3DRMSoftwareRenderer::ClearZBuffer()
_mm_empty(); _mm_empty();
} }
#endif #endif
#elif defined(__arm__) || defined(__aarch64__) #elif (defined(__arm__) || defined(__aarch64__)) && !defined(__3DS__)
if (SDL_HasNEON()) { if (SDL_HasNEON()) {
float32x4_t inf4 = vdupq_n_f32(inf); float32x4_t inf4 = vdupq_n_f32(inf);
for (; i + 4 <= size; i += 4) { for (; i + 4 <= size; i += 4) {

View File

@ -13,6 +13,9 @@
#ifdef USE_OPENGLES2 #ifdef USE_OPENGLES2
#include "d3drmrenderer_opengles2.h" #include "d3drmrenderer_opengles2.h"
#endif #endif
#ifdef __3DS__
#include "d3drmrenderer_citro3d.h"
#endif
#ifdef _WIN32 #ifdef _WIN32
#include "d3drmrenderer_directx9.h" #include "d3drmrenderer_directx9.h"
#endif #endif
@ -159,6 +162,11 @@ HRESULT Direct3DRMImpl::CreateDeviceFromSurface(
DDRenderer = OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight); DDRenderer = OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
} }
#endif #endif
#ifdef __3DS__
else if (SDL_memcmp(&guid, &Citro3D_GUID, sizeof(GUID)) == 0) {
DDRenderer = new Citro3DRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
#ifdef _WIN32 #ifdef _WIN32
else if (SDL_memcmp(&guid, &DirectX9_GUID, sizeof(GUID)) == 0) { else if (SDL_memcmp(&guid, &DirectX9_GUID, sizeof(GUID)) == 0) {
DDRenderer = DirectX9Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight); DDRenderer = DirectX9Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);

View File

@ -155,6 +155,10 @@ void Direct3DRMDevice2Impl::Resize()
{ {
int width, height; int width, height;
SDL_GetWindowSizeInPixels(DDWindow, &width, &height); SDL_GetWindowSizeInPixels(DDWindow, &width, &height);
#ifdef __3DS__
width = 320; // We are on the lower screen
height = 240;
#endif
m_viewportTransform = CalculateViewportTransform(m_virtualWidth, m_virtualHeight, width, height); m_viewportTransform = CalculateViewportTransform(m_virtualWidth, m_virtualHeight, width, height);
m_renderer->Resize(width, height, m_viewportTransform); m_renderer->Resize(width, height, m_viewportTransform);
for (int i = 0; i < m_viewports->GetSize(); i++) { for (int i = 0; i < m_viewports->GetSize(); i++) {

View File

@ -4,6 +4,9 @@
#ifdef USE_OPENGLES2 #ifdef USE_OPENGLES2
#include "d3drmrenderer_opengles2.h" #include "d3drmrenderer_opengles2.h"
#endif #endif
#ifdef __3DS__
#include "d3drmrenderer_citro3d.h"
#endif
#ifdef _WIN32 #ifdef _WIN32
#include "d3drmrenderer_directx9.h" #include "d3drmrenderer_directx9.h"
#endif #endif
@ -232,6 +235,9 @@ HRESULT DirectDrawImpl::EnumDevices(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
#ifdef USE_OPENGL1 #ifdef USE_OPENGL1
OpenGL1Renderer_EnumDevice(cb, ctx); OpenGL1Renderer_EnumDevice(cb, ctx);
#endif #endif
#ifdef __3DS__
Citro3DRenderer_EnumDevice(cb, ctx);
#endif
#ifdef _WIN32 #ifdef _WIN32
DirectX9Renderer_EnumDevice(cb, ctx); DirectX9Renderer_EnumDevice(cb, ctx);
#endif #endif
@ -346,6 +352,11 @@ HRESULT DirectDrawImpl::CreateDevice(
DDRenderer = OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight); DDRenderer = OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
} }
#endif #endif
#ifdef __3DS__
else if (SDL_memcmp(&guid, &Citro3D_GUID, sizeof(GUID)) == 0) {
DDRenderer = new Citro3DRenderer(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
#ifdef _WIN32 #ifdef _WIN32
else if (SDL_memcmp(&guid, &DirectX9_GUID, sizeof(GUID)) == 0) { else if (SDL_memcmp(&guid, &DirectX9_GUID, sizeof(GUID)) == 0) {
DDRenderer = DirectX9Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight); DDRenderer = DirectX9Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);

View File

@ -0,0 +1,82 @@
#pragma once
#include "d3drmrenderer.h"
#include "ddraw_impl.h"
#include <SDL3/SDL.h>
#include <citro3d.h>
#include <vector>
DEFINE_GUID(Citro3D_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3D, 0x53);
struct C3DTextureCacheEntry {
IDirect3DRMTexture* texture;
Uint32 version;
C3D_Tex c3dTex;
uint16_t width;
uint16_t height;
};
struct C3DMeshCacheEntry {
const MeshGroup* meshGroup = nullptr;
int version = 0;
void* vbo = nullptr;
int vertexCount = 0;
};
class Citro3DRenderer : public Direct3DRMRenderer {
public:
Citro3DRenderer(DWORD width, DWORD height);
~Citro3DRenderer() override;
void PushLights(const SceneLight* lightsArray, size_t count) override;
void SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back) override;
void SetFrustumPlanes(const Plane* frustumPlanes) override;
Uint32 GetTextureId(IDirect3DRMTexture* texture, bool isUi) override;
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
HRESULT BeginFrame() override;
void EnableTransparency() override;
void SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const D3DRMMATRIX4D& worldMatrix,
const D3DRMMATRIX4D& viewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
) override;
HRESULT FinalizeFrame() override;
void Resize(int width, int height, const ViewportTransform& viewportTransform) override;
void Clear(float r, float g, float b) override;
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Download(SDL_Surface* target) override;
private:
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
void StartFrame();
D3DRMMATRIX4D m_projection;
SDL_Surface* m_renderedImage;
C3D_RenderTarget* m_renderTarget;
std::vector<C3DTextureCacheEntry> m_textures;
std::vector<C3DMeshCacheEntry> m_meshs;
ViewportTransform m_viewportTransform;
std::vector<SceneLight> m_lights;
};
inline static void Citro3DRenderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
D3DDEVICEDESC halDesc = {};
halDesc.dcmColorModel = D3DCOLOR_RGB;
halDesc.dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc.dwDeviceZBufferBitDepth = DDBD_24;
halDesc.dwDeviceRenderBitDepth = DDBD_32;
halDesc.dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc.dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc.dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
D3DDEVICEDESC helDesc = {};
EnumDevice(cb, ctx, "Citro3D", &halDesc, &helDesc, Citro3D_GUID);
}