[WIP] 3ds port

Recommit of everything after the 2d renderer merge
This commit is contained in:
Joshua Peisach 2025-06-25 16:00:30 -04:00
parent b65284a7a0
commit d9da420569
No known key found for this signature in database
GPG Key ID: 41C3D4189AFEDB5A
10 changed files with 649 additions and 5 deletions

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@ -35,7 +35,7 @@ option(ISLE_WERROR "Treat warnings as errors" OFF)
option(ISLE_DEBUG "Enable imgui debug" ON)
cmake_dependent_option(ISLE_USE_DX5 "Build with internal DirectX 5 SDK" "${NOT_MINGW}" "WIN32;CMAKE_SIZEOF_VOID_P EQUAL 4" OFF)
cmake_dependent_option(ISLE_MINIWIN "Use miniwin" ON "NOT ISLE_USE_DX5" OFF)
cmake_dependent_option(ISLE_BUILD_CONFIG "Build CONFIG.EXE application" ON "MSVC OR ISLE_MINIWIN" OFF)
cmake_dependent_option(ISLE_BUILD_CONFIG "Build CONFIG.EXE application" ON "MSVC OR ISLE_MINIWIN;NOT NINTENDO_3DS" OFF)
cmake_dependent_option(ISLE_COMPILE_SHADERS "Compile shaders" ON "SDL_SHADERCROSS_BIN;TARGET Python3::Interpreter" OFF)
option(CMAKE_POSITION_INDEPENDENT_CODE "Build with -fPIC" ON)
option(ENABLE_CLANG_TIDY "Enable clang-tidy")
@ -645,6 +645,15 @@ endif()
set(CPACK_PACKAGE_DIRECTORY "dist")
set(CPACK_PACKAGE_FILE_NAME "isle-${PROJECT_VERSION}-${ISLE_PACKAGE_NAME}-${CMAKE_SYSTEM_PROCESSOR}")
if(NINTENDO_3DS)
set(APP_TITLE "LEGO Island")
set(APP_DESCRIPTION "LEGO Island port for 3DS")
set(APP_AUTHOR "LEGO Island Team")
set(APP_ICON "${PROJECT_SOURCE_DIR}/CONFIG/res/lego3ds.png")
set(APP_VERSION ${PROJECT_VERSION})
ctr_create_3dsx(isle)
endif()
if(MSVC)
set(CPACK_GENERATOR ZIP)
else()

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@ -658,8 +658,9 @@ MxResult IsleApp::SetupWindow()
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN, m_fullScreen);
SDL_SetStringProperty(props, SDL_PROP_WINDOW_CREATE_TITLE_STRING, WINDOW_TITLE);
#ifdef MINIWIN
SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// FIXME: 3ds hack
// SDL_SetBooleanProperty(props, SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN, true);
// SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
#endif
window = SDL_CreateWindowWithProperties(props);

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@ -52,6 +52,26 @@ else()
message(STATUS "🧩 OpenGL ES 2.x support not enabled")
endif()
if(NINTENDO_3DS)
find_library(CITRO3D_LIBRARY NAMES citro3dd)
find_library(CTRU_LIBRARY NAMES ctru)
if(CTRU_LIBRARY AND CITRO3D_LIBRARY)
message(STATUS "Found libctru and citro3d: enabling Citro3D renderer")
target_sources(miniwin PRIVATE src/d3drm/backends/citro3d/renderer.cpp)
target_compile_definitions(miniwin PRIVATE USE_CITRO3D)
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 ${CITRO3D_LIBRARY} 3ds_shaders)
else()
message(STATUS "🧩 Citro3D support not enabled")
endif()
endif()
if(WIN32)
target_sources(miniwin PRIVATE
src/d3drm/backends/directx9/actual.cpp
@ -170,3 +190,4 @@ if(ISLE_COMPILE_SHADERS)
DEPENDS "${py_gencshadersource}" ${shader_headers} ${shader_jsons})
endif()
target_sources(miniwin PRIVATE "${index}" "${index_cpp}")
target_sources(miniwin PRIVATE "${index}" "${index_cpp}")

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@ -0,0 +1,422 @@
#include "SDL3/SDL_surface.h"
#include "d3drmrenderer_citro3d.h"
#include "miniwin.h"
#include "miniwin/d3d.h"
#include "miniwin/d3drm.h"
#include "miniwin/windows.h"
#include <3ds/console.h>
#include <3ds/gfx.h>
#include <3ds/gpu/enums.h>
#include <3ds/gpu/gx.h>
#include <3ds/gpu/shaderProgram.h>
#include <c3d/framebuffer.h>
#include <c3d/renderqueue.h>
#include <c3d/texture.h>
#include <3ds.h>
#include <citro3d.h>
#include <tex3ds.h>
#include "vshader_shbin.h"
int projectionShaderUniformLocation, modelViewUniformLocation;
typedef struct {
float positions[3];
float texcoords[2];
float normals[3];
} Vertex;
// from this wiki: https://github.com/tommai78101/homebrew/wiki/Version-002:-Core-Engine
static const Vertex vertexList[] =
{
// First face (PZ)
// First triangle
{ {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
{ {+0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
// Second triangle
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
{ {-0.5f, +0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
{ {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
// Second face (MZ)
// First triangle
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
{ {-0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
{ {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
// Second triangle
{ {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
{ {+0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
// Third face (PX)
// First triangle
{ {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
// Second triangle
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
// Fourth face (MX)
// First triangle
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
// Second triangle
{ {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
// Fifth face (PY)
// First triangle
{ {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
{ {-0.5f, +0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
// Second triangle
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
{ {+0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
{ {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
// Sixth face (MY)
// First triangle
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
{ {+0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
{ {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
// Second triangle
{ {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
{ {-0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
};
void *vbo_data;
void sceneInit(shaderProgram_s* prog) {
MINIWIN_TRACE("set uniform loc");
projectionShaderUniformLocation = shaderInstanceGetUniformLocation(prog->vertexShader, "projection");
modelViewUniformLocation = shaderInstanceGetUniformLocation(prog->vertexShader, "modelView");
// src: https://github.com/devkitPro/citro3d/blob/9f21cf7b380ce6f9e01a0420f19f0763e5443ca7/test/3ds/source/main.cpp#L122C3-L126C62
MINIWIN_TRACE("pre attr info");
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal
MINIWIN_TRACE("pre alloc");
vbo_data = linearAlloc(sizeof(vertexList));
memcpy(vbo_data, vertexList, sizeof(vertexList));
//Initialize and configure buffers.
MINIWIN_TRACE("pre buf");
C3D_BufInfo* bufferInfo = C3D_GetBufInfo();
BufInfo_Init(bufferInfo);
BufInfo_Add(bufferInfo, vbo_data, sizeof(Vertex), 3, 0x210);
// this is probably wrong
MINIWIN_TRACE("pre tex");
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
Direct3DRMRenderer* Citro3DRenderer::Create(DWORD width, DWORD height)
{
// TODO: Doesn't SDL call this function?
gfxInitDefault();
gfxSet3D(false);
consoleInit(GFX_BOTTOM, nullptr);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
return new Citro3DRenderer(width, height);
}
// constructor parameters not finalized
Citro3DRenderer::Citro3DRenderer(DWORD width, DWORD height)
{
static shaderProgram_s program;
DVLB_s *vsh_dvlb;
m_width = width;
m_height = height;
m_virtualWidth = width;
m_virtualHeight = height;
// FIXME: is this the right pixel format?
shaderProgramInit(&program);
vsh_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramSetVsh(&program, &vsh_dvlb->DVLE[0]);
// WARNING: This might crash, not sure
SDL_Log("pre bind");
C3D_BindProgram(&program);
// todo: move to scene init next
SDL_Log("setting uniform loc");
sceneInit(&program);
// TODO: is GPU_RB_RGBA8 correct?
// TODO: is GPU_RB_DEPTH24_STENCIL8 correct?
m_renderTarget = C3D_RenderTargetCreate(width, height, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
// TODO: what color should be used, if we shouldn't use 0x777777FF
C3D_RenderTargetClear(m_renderTarget, C3D_CLEAR_ALL, 0x777777FF, 0);
// TODO: Cleanup as we see what is needed
m_flipVertFlag = 0;
m_outTiledFlag = 0;
m_rawCopyFlag = 0;
// TODO: correct values?
m_transferInputFormatFlag = GX_TRANSFER_FMT_RGBA8;
m_transferOutputFormatFlag = GX_TRANSFER_FMT_RGB8;
m_transferScaleFlag = GX_TRANSFER_SCALE_NO;
m_transferFlags = (GX_TRANSFER_FLIP_VERT(m_flipVertFlag) | GX_TRANSFER_OUT_TILED(m_outTiledFlag) | \
GX_TRANSFER_RAW_COPY(m_rawCopyFlag) | GX_TRANSFER_IN_FORMAT(m_transferInputFormatFlag) | \
GX_TRANSFER_OUT_FORMAT(m_transferOutputFormatFlag) | GX_TRANSFER_SCALING(m_transferScaleFlag));
C3D_RenderTargetSetOutput(m_renderTarget, GFX_TOP, GFX_LEFT, m_transferFlags);
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
MINIWIN_NOT_IMPLEMENTED();
}
Citro3DRenderer::~Citro3DRenderer()
{
SDL_DestroySurface(m_renderedImage);
C3D_RenderTargetDelete(m_renderTarget);
}
void Citro3DRenderer::PushLights(const SceneLight* lightsArray, size_t count)
{
MINIWIN_NOT_IMPLEMENTED();
}
void Citro3DRenderer::SetProjection(const D3DRMMATRIX4D& projection, D3DVALUE front, D3DVALUE back)
{
MINIWIN_TRACE("Set projection");
memcpy(&m_projection, projection, sizeof(D3DRMMATRIX4D));
}
void Citro3DRenderer::SetFrustumPlanes(const Plane* frustumPlanes)
{
MINIWIN_NOT_IMPLEMENTED();
}
struct TextureDestroyContextC3D {
Citro3DRenderer* renderer;
Uint32 textureId;
};
void Citro3DRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
{
auto* ctx = new TextureDestroyContextC3D{this, id};
texture->AddDestroyCallback(
[](IDirect3DRMObject* obj, void* arg) {
auto* ctx = static_cast<TextureDestroyContextC3D*>(arg);
auto& cache = ctx->renderer->m_textures[ctx->textureId];
if (cache.c3dTex != nullptr) {
C3D_TexDelete(cache.c3dTex);
cache.c3dTex = nullptr;
cache.texture = nullptr;
}
delete ctx;
},
ctx
);
}
Uint32 Citro3DRenderer::GetTextureId(IDirect3DRMTexture* iTexture)
{
auto texture = static_cast<Direct3DRMTextureImpl*>(iTexture);
auto surface = static_cast<DirectDrawSurfaceImpl*>(texture->m_surface);
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);
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
if (!surf) {
return NO_TEXTURE_ID;
}
// TODO: C3D_TexGenerateMipmap or C3D_TexInit?
// glGenTextures(1, &tex.glTextureId);
// FIXME: GPU_RGBA8 may be wrong
C3D_TexInit(tex.c3dTex, surf->w, surf->h, GPU_RGBA8);
C3D_TexBind(0, tex.c3dTex);
C3D_TexUpload(tex.c3dTex, surf->pixels);
SDL_DestroySurface(surf);
tex.version = texture->m_version;
}
return i;
}
}
C3D_Tex newTex;
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
if (!surf) {
return NO_TEXTURE_ID;
}
C3D_TexInit(&newTex, surf->w, surf->h, GPU_RGBA8);
C3D_TexBind(0, &newTex);
C3D_TexUpload(&newTex, surf->pixels);
SDL_DestroySurface(surf);
for (Uint32 i = 0; i < m_textures.size(); ++i) {
auto& tex = m_textures[i];
if (!tex.texture) {
tex.texture = texture;
tex.version = texture->m_version;
tex.c3dTex = &newTex;
AddTextureDestroyCallback(i, texture);
return i;
}
}
m_textures.push_back({texture, texture->m_version, &newTex});
AddTextureDestroyCallback((Uint32) (m_textures.size() - 1), texture);
return (Uint32) (m_textures.size() - 1);
}
Uint32 Citro3DRenderer::GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup)
{
MINIWIN_NOT_IMPLEMENTED();
return 0;
}
void Citro3DRenderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
{
// not sure if this is correct?
MINIWIN_NOT_IMPLEMENTED();
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
helDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
helDesc->dwDeviceZBufferBitDepth = DDBD_24;
helDesc->dwDeviceRenderBitDepth = DDBD_24;
helDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
helDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
// TODO: shouldn't this be bilinear
helDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;
memset(helDesc, 0, sizeof(D3DDEVICEDESC));
}
const char* Citro3DRenderer::GetName()
{
return "Citro3D";
}
HRESULT Citro3DRenderer::BeginFrame()
{
MINIWIN_NOT_IMPLEMENTED();
gfxFlushBuffers();
gfxSwapBuffers();
gspWaitForVBlank(); // FIXME: is this the right place to call, if we should at all?
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_FrameDrawOn(m_renderTarget);
return S_OK;
}
void Citro3DRenderer::EnableTransparency()
{
MINIWIN_NOT_IMPLEMENTED();
}
void Citro3DRenderer::SubmitDraw(
DWORD meshId,
const D3DRMMATRIX4D& modelViewMatrix,
const D3DRMMATRIX4D& worldMatrix,
const D3DRMMATRIX4D& viewMatrix,
const Matrix3x3& normalMatrix,
const Appearance& appearance
)
{
MINIWIN_NOT_IMPLEMENTED();
}
HRESULT Citro3DRenderer::FinalizeFrame()
{
MINIWIN_NOT_IMPLEMENTED();
Mtx_PerspStereoTilt(&this->m_projectionMatrix, 40.0f * (acos(-1) / 180.0f), 400.0f / 240.0f, 0.01f, 1000.0f, 1, 2.0f, false);
Mtx_Translate(&this->m_projectionMatrix, 0.0, 0.0, -10.0, 0);
//Calculate model view matrix.
C3D_Mtx modelView;
Mtx_Identity(&modelView);
// Mtx_Translate(&modelView, 0.0, 0.0, -2.0 + sinf(this->angleX));
// Mtx_RotateX(&modelView, this->angleX, true);
// Mtx_RotateY(&modelView, this->angleY, true);
// if (interOcularDistance >= 0.0f){
// this->angleX += radian;
// this->angleY += radian;
// }
//Update uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, m_projectionShaderUniformLocation, &this->m_projectionMatrix);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, modelViewUniformLocation, &modelView);
//Draw the vertex buffer objects.
C3D_DrawArrays(GPU_TRIANGLES, 0, sizeof(vertexList));
C3D_FrameEnd(0);
return S_OK;
}
void Citro3DRenderer::Resize(int width, int height, const ViewportTransform& viewportTransform)
{
MINIWIN_NOT_IMPLEMENTED();
m_width = width;
m_height = height;
m_viewportTransform = viewportTransform;
SDL_DestroySurface(m_renderedImage);
// FIXME: is this the right pixel format?
m_renderedImage = SDL_CreateSurface(m_width, m_height, SDL_PIXELFORMAT_RGBA32);
}
void Citro3DRenderer::Clear(float r, float g, float b)
{
// FIXME: check colors
C3D_RenderTargetClear(m_renderTarget, C3D_CLEAR_ALL, RGB(static_cast<int>(r * 255), static_cast<int>(g * 255), static_cast<int>(b * 255)), 0);
}
void Citro3DRenderer::Flip()
{
MINIWIN_NOT_IMPLEMENTED();
}
void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
{
MINIWIN_NOT_IMPLEMENTED();
MINIWIN_TRACE("on draw 2d image");
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 mtx;
// TODO: isLeftHanded set to false. Should it be true?
MINIWIN_TRACE("pre orthotilt");
Mtx_OrthoTilt(&mtx, left, right, bottom, top, -1, 1, false);
MINIWIN_TRACE("pre fvunifmtx4x4");
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, projectionShaderUniformLocation, &mtx);
}
void Citro3DRenderer::Download(SDL_Surface* target)
{
MINIWIN_NOT_IMPLEMENTED();
}

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@ -0,0 +1,93 @@
; From https://github.com/devkitPro/citro3d/blob/master/test/3ds/source/vshader.v.pica
; zlib license
; ----------
; Example PICA200 vertex shader
; Uniforms
.fvec projection[4], modelView[4], texView[2]
.fvec lightVec, lightHalfVec, lightClr, material[4]
.alias mat_amb material[0]
.alias mat_dif material[1]
.alias mat_spe material[2]
.alias mat_emi material[3]
; Constants
.constf myconst(0.0, 1.0, -1.0, -0.5)
.alias zeros myconst.xxxx ; Vector full of zeros
.alias ones myconst.yyyy ; Vector full of ones
; Outputs
.out outpos position
.out outtc0 texcoord0
.out outclr color
; Inputs (defined as aliases for convenience)
.alias inpos v0
.alias intex v1
.alias innrm v2
.proc main
; Force the w component of inpos to be 1.0
mov r0.xyz, inpos
mov r0.w, ones
; 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
dp4 outtc0.x, texView[0], intex
dp4 outtc0.y, texView[1], intex
mov outtc0.zw, myconst.xy
; Transform the normal vector with the modelView matrix
; r1 = normalize(modelView * innrm)
mov r0.xyz, innrm
mov r0.w, zeros
dp4 r1.x, modelView[0], r0
dp4 r1.y, modelView[1], r0
dp4 r1.z, modelView[2], r0
mov r1.w, zeros
dp3 r2, r1, r1 ; r2 = x^2+y^2+z^2 for each component
rsq r2, r2 ; r2 = 1/sqrt(r2) ''
mul r1, r2, r1 ; r1 = r1*r2
; Calculate the diffuse level (r0.x) and the shininess level (r0.y)
; r0.x = max(0, -(lightVec * r1))
; r0.y = max(0, (-lightHalfVec[i]) * r1) ^ 2
dp3 r0.x, lightVec, r1
add r0.x, zeros, -r0
dp3 r0.y, -lightHalfVec, r1
max r0, zeros, r0
mul r0.y, r0, r0
; Accumulate the vertex color in r1, initializing it to the emission color
mov r1, mat_emi
; r1 += specularColor * lightClr * shininessLevel
mul r2, lightClr, r0.yyyy
mad r1, r2, mat_spe, r1
; r1 += diffuseColor * lightClr * diffuseLevel
mul r2, lightClr, r0.xxxx
mad r1, r2, mat_dif, r1
; r1 += ambientColor * lightClr
mov r2, lightClr
mad r1, r2, mat_amb, r1
; outclr = clamp r1 to [0,1]
min outclr, ones, r1
; We're finished
end
.end

View File

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

View File

@ -13,6 +13,9 @@
#ifdef USE_OPENGLES2
#include "d3drmrenderer_opengles2.h"
#endif
#ifdef USE_CITRO3D
#include "d3drmrenderer_citro3d.h"
#endif
#ifdef _WIN32
#include "d3drmrenderer_directx9.h"
#endif
@ -159,6 +162,11 @@ HRESULT Direct3DRMImpl::CreateDeviceFromSurface(
DDRenderer = OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
#ifdef USE_CITRO3D
else if (SDL_memcmp(&guid, &Citro3D_GUID, sizeof(GUID)) == 0) {
DDRenderer = Citro3DRenderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
#ifdef _WIN32
else if (SDL_memcmp(&guid, &DirectX9_GUID, sizeof(GUID)) == 0) {
DDRenderer = DirectX9Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);

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@ -59,7 +59,7 @@ HRESULT Direct3DRMMeshImpl::AddGroup(
MeshGroup group;
group.vertexPerFace = vertexPerFace;
DWORD* src = faceBuffer;
unsigned int* src = faceBuffer;
group.indices.assign(src, src + faceCount * vertexPerFace);
m_groups.push_back(std::move(group));

View File

@ -4,6 +4,9 @@
#ifdef USE_OPENGLES2
#include "d3drmrenderer_opengles2.h"
#endif
#ifdef USE_CITRO3D
#include "d3drmrenderer_citro3d.h"
#endif
#ifdef _WIN32
#include "d3drmrenderer_directx9.h"
#endif
@ -227,6 +230,9 @@ HRESULT DirectDrawImpl::EnumDevices(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
#ifdef USE_OPENGL1
OpenGL1Renderer_EnumDevice(cb, ctx);
#endif
#ifdef USE_CITRO3D
Citro3DRenderer_EnumDevice(cb, ctx);
#endif
#ifdef _WIN32
DirectX9Renderer_EnumDevice(cb, ctx);
#endif
@ -341,6 +347,11 @@ HRESULT DirectDrawImpl::CreateDevice(
DDRenderer = OpenGL1Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
#ifdef USE_CITRO3D
else if (SDL_memcmp(&guid, &Citro3D_GUID, sizeof(GUID)) == 0) {
DDRenderer = Citro3DRenderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);
}
#endif
#ifdef _WIN32
else if (SDL_memcmp(&guid, &DirectX9_GUID, sizeof(GUID)) == 0) {
DDRenderer = DirectX9Renderer::Create(DDSDesc.dwWidth, DDSDesc.dwHeight);

View File

@ -0,0 +1,79 @@
#pragma once
#include "SDL3/SDL_log.h"
#include "d3drmrenderer.h"
#include "d3drmtexture_impl.h"
#include "ddraw_impl.h"
#include <citro3d.h>
#include <SDL3/SDL.h>
#include <c3d/texture.h>
#include <vector>
DEFINE_GUID(Citro3D_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x07);
struct C3DTextureCacheEntry {
IDirect3DRMTexture* texture;
Uint32 version;
C3D_Tex* c3dTex;
};
class Citro3DRenderer : public Direct3DRMRenderer {
public:
static Direct3DRMRenderer* Create(DWORD width, DWORD height);
// constructor parameters not finalized
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) override;
Uint32 GetMeshId(IDirect3DRMMesh* mesh, const MeshGroup* meshGroup) override;
void GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc) override;
const char* GetName() 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);
D3DRMMATRIX4D m_projection;
C3D_Mtx m_projectionMatrix;
SDL_Surface* m_renderedImage;
C3D_RenderTarget* m_renderTarget;
int m_projectionShaderUniformLocation;
std::vector<C3DTextureCacheEntry> m_textures;
// TODO: All these flags can likely be cleaned up
bool m_flipVertFlag;
bool m_outTiledFlag;
bool m_rawCopyFlag;
GX_TRANSFER_FORMAT m_transferInputFormatFlag;
GX_TRANSFER_FORMAT m_transferOutputFormatFlag;
GX_TRANSFER_SCALE m_transferScaleFlag;
u32 m_transferFlags;
};
inline static void Citro3DRenderer_EnumDevice(LPD3DENUMDEVICESCALLBACK cb, void* ctx)
{
SDL_Log("Hello, enuming device");
Direct3DRMRenderer* device = Citro3DRenderer::Create(400, 240);
if (device) {
EnumDevice(cb, ctx, device, Citro3D_GUID);
delete device;
}
}