Implement 2D rendering via Citro3D

This commit is contained in:
Anders Jenbo 2025-06-26 21:00:38 +02:00
parent 356e40c9f0
commit f80a55d4fb
7 changed files with 301 additions and 301 deletions

View File

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

View File

@ -4,6 +4,7 @@
#include "miniwin/d3d.h"
#include "miniwin/d3drm.h"
#include "miniwin/windows.h"
#include "vshader_shbin.h"
#include <3ds/console.h>
#include <3ds/gfx.h>
@ -13,220 +14,120 @@
#include <c3d/framebuffer.h>
#include <c3d/renderqueue.h>
#include <c3d/texture.h>
#include <3ds.h>
#include <citro3d.h>
#include <cstring>
#include <tex3ds.h>
#include "vshader_shbin.h"
bool g_rendering = false;
int projectionShaderUniformLocation, modelViewUniformLocation;
#define DISPLAY_TRANSFER_FLAGS \
(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))
typedef struct {
float positions[3];
float texcoords[2];
float normals[3];
} Vertex;
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection;
static int uLoc_modelView;
static int uLoc_meshColor;
C3D_RenderTarget* target;
// from this wiki: https://github.com/tommai78101/homebrew/wiki/Version-002:-Core-Engine
static const Vertex vertexList[] =
static void sceneInit(void)
{
// 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} },
// Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*) vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program);
// 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} },
// Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
uLoc_meshColor = shaderInstanceGetUniformLocation(program.vertexShader, "meshColor");
// 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");
// Configure attributes for use with the vertex shader
// Attribute format and element count are ignored in immediate mode
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
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");
// Configure the first fragment shading substage to just pass through the vertex color
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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);
}
static void sceneExit(void)
{
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(vshader_dvlb);
}
Direct3DRMRenderer* Citro3DRenderer::Create(DWORD width, DWORD height)
{
// TODO: Doesn't SDL call this function?
// Actually it's in ctrulib -max
gfxInitDefault();
gfxSetWide(true);
gfxSet3D(false);
consoleInit(GFX_BOTTOM, nullptr);
gfxInitDefault();
consoleInit(GFX_BOTTOM, nullptr);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render target
target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
// Initialize the scene
sceneInit();
return new Citro3DRenderer(width, height);
}
// constructor parameters not finalized
Citro3DRenderer::Citro3DRenderer(DWORD width, DWORD height)
{
static shaderProgram_s program;
DVLB_s *vsh_dvlb;
SDL_Log("Citro3DRenderer %dx%d", width, height);
m_width = width;
m_height = height / 2;
m_height = height;
m_virtualWidth = width;
m_virtualHeight = height / 2;
// 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();
m_virtualHeight = height;
}
Citro3DRenderer::~Citro3DRenderer()
{
SDL_DestroySurface(m_renderedImage);
C3D_RenderTargetDelete(m_renderTarget);
sceneExit();
C3D_Fini();
gfxExit();
}
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 {
struct TextureDestroyContextCitro {
Citro3DRenderer* renderer;
Uint32 textureId;
};
void Citro3DRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture)
{
auto* ctx = new TextureDestroyContextC3D{this, id};
auto* ctx = new TextureDestroyContextCitro{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;
auto* ctx = static_cast<TextureDestroyContextCitro*>(arg);
auto& entry = ctx->renderer->m_textures[ctx->textureId];
if (entry.texture) {
C3D_TexDelete(&entry.c3dTex);
entry.texture = nullptr;
}
delete ctx;
},
@ -234,89 +135,180 @@ void Citro3DRenderer::AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* t
);
}
static int NearestPowerOfTwoClamp(int val)
{
static const int sizes[] = {512, 256, 128, 64, 32, 16, 8};
for (int size : sizes) {
if (val >= size) {
return size;
}
}
return 8;
}
static SDL_Surface* ConvertAndResizeSurface(SDL_Surface* original)
{
SDL_Surface* converted = SDL_ConvertSurface(original, SDL_PIXELFORMAT_RGBA8888);
if (!converted) {
return nullptr;
}
int newW = NearestPowerOfTwoClamp(converted->w);
int newH = NearestPowerOfTwoClamp(converted->h);
if (converted->w == newW && converted->h == newH) {
return converted;
}
SDL_Surface* resized = SDL_CreateSurface(newW, newH, SDL_PIXELFORMAT_RGBA8888);
if (!resized) {
SDL_DestroySurface(converted);
return nullptr;
}
SDL_BlitSurfaceScaled(converted, nullptr, resized, nullptr, SDL_SCALEMODE_NEAREST);
SDL_DestroySurface(converted);
return resized;
}
inline int mortonInterleave(int x, int y)
{
int answer = 0;
for (int i = 0; i < 3; ++i) {
answer |= ((y >> i) & 1) << (2 * i + 1);
answer |= ((x >> i) & 1) << (2 * i);
}
return answer;
}
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;
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 mortonIndex = mortonInterleave(x, y);
int dstIndex = (tileIndex + mortonIndex) * bytesPerPixel;
int srcIndex = (srcY * width + srcX) * bytesPerPixel;
std::memcpy(&dst[dstIndex], &src[srcIndex], bytesPerPixel);
}
}
}
}
}
static bool ConvertAndUploadTexture(C3D_Tex* tex, SDL_Surface* originalSurface)
{
SDL_Surface* resized = ConvertAndResizeSurface(originalSurface);
if (!resized) {
return false;
}
int width = resized->w;
int height = resized->h;
if (!C3D_TexInit(tex, width, height, GPU_RGBA8)) {
SDL_DestroySurface(resized);
return false;
}
// Allocate buffer for tiled texture
uint8_t* tiledData = (uint8_t*) malloc(width * height * 4);
if (!tiledData) {
SDL_DestroySurface(resized);
return false;
}
EncodeTextureLayout((const u8*) resized->pixels, tiledData, width, height);
C3D_TexUpload(tex, tiledData);
C3D_TexSetFilter(tex, GPU_LINEAR, GPU_NEAREST);
free(tiledData);
SDL_DestroySurface(resized);
return true;
}
Uint32 Citro3DRenderer::GetTextureId(IDirect3DRMTexture* iTexture)
{
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) {
// This, for some reason, causes the app to close
// instead of crashing the cpu, useful for
// debugging :)
for(i = 0; i < 10000000; i++)
printf("HI IM DAISY");
C3D_TexDelete(tex.c3dTex);
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
if (!surf) {
C3D_TexDelete(&tex.c3dTex);
if (!ConvertAndUploadTexture(&tex.c3dTex, originalSurface)) {
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;
tex.width = originalW;
tex.height = originalH;
}
return i;
}
}
C3D_Tex newTex;
C3DTextureCacheEntry entry;
entry.texture = texture;
entry.version = texture->m_version;
entry.width = originalW;
entry.height = originalH;
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
if (!surf) {
if (!ConvertAndUploadTexture(&entry.c3dTex, originalSurface)) {
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;
if (!m_textures[i].texture) {
m_textures[i] = std::move(entry);
AddTextureDestroyCallback(i, texture);
return i;
}
}
m_textures.push_back({texture, texture->m_version, &newTex});
m_textures.push_back(std::move(entry));
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;
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;
memset(helDesc, 0, sizeof(D3DDEVICEDESC));
}
@ -326,20 +318,23 @@ const char* Citro3DRenderer::GetName()
return "Citro3D";
}
void StartFrame()
{
if (g_rendering) {
return;
}
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_FrameDrawOn(target);
}
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);
StartFrame();
return S_OK;
}
void Citro3DRenderer::EnableTransparency()
{
MINIWIN_NOT_IMPLEMENTED();
}
void Citro3DRenderer::SubmitDraw(
@ -351,80 +346,104 @@ void Citro3DRenderer::SubmitDraw(
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);
u32 color =
(static_cast<u32>(r * 255) << 24) | (static_cast<u32>(g * 255) << 16) | (static_cast<u32>(b * 255) << 8) | 255;
C3D_RenderTargetClear(target, C3D_CLEAR_ALL, color, 0);
}
void Citro3DRenderer::Flip()
{
MINIWIN_NOT_IMPLEMENTED();
C3D_FrameEnd(0);
}
void Citro3DRenderer::Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect)
{
MINIWIN_NOT_IMPLEMENTED();
MINIWIN_TRACE("on draw 2d image");
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 mtx;
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);
// TODO: isLeftHanded set to false. Should it be true?
MINIWIN_TRACE("pre orthotilt");
Mtx_OrthoTilt(&mtx, left, right, bottom, top, -1, 1, false);
C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_meshColor, 1.0f, 1.0f, 1.0f, 1.0f);
MINIWIN_TRACE("pre fvunifmtx4x4");
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, projectionShaderUniformLocation, &mtx);
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);
// Use dstRect size directly for quad size
float quadW = static_cast<float>(dstRect.w);
float quadH = static_cast<float>(dstRect.h);
float x1 = static_cast<float>(dstRect.x);
float y1 = static_cast<float>(dstRect.y);
float x2 = x1 + quadW;
float y2 = y1 + quadH;
float u0 = static_cast<float>(srcRect.x) / texture.width;
float u1 = static_cast<float>(srcRect.x + srcRect.w) / texture.width;
float v1 = 1.0f - static_cast<float>(srcRect.y + srcRect.h) / texture.height;
float v0 = 1.0f - static_cast<float>(srcRect.y) / texture.height;
C3D_ImmDrawBegin(GPU_TRIANGLES);
// Triangle 1
C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
C3D_ImmSendAttrib(u0, v0, 0.0f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
C3D_ImmSendAttrib(u1, v1, 0.0f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f);
C3D_ImmSendAttrib(u1, v0, 0.0f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
// Triangle 2
C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
C3D_ImmSendAttrib(u1, v1, 0.0f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
C3D_ImmSendAttrib(u0, v0, 0.0f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f);
C3D_ImmSendAttrib(u0, v1, 0.0f, 0.0f);
C3D_ImmSendAttrib(0.0f, 0.0f, 1.0f, 0.0f);
C3D_ImmDrawEnd();
}
void Citro3DRenderer::Download(SDL_Surface* target)
{
MINIWIN_NOT_IMPLEMENTED();
}

View File

@ -5,12 +5,7 @@
; 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]
.fvec projection[4], modelView[4], normView[2], meshColor
; Constants
.constf myconst(0.0, 1.0, -1.0, -0.5)
@ -45,48 +40,10 @@
dp4 outpos.w, projection[3], r1
; outtex = intex
dp4 outtc0.x, texView[0], intex
dp4 outtc0.y, texView[1], intex
mov outtc0, 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
; outclr = ones
mov outclr, meshColor
; We're finished
end

View File

@ -221,7 +221,7 @@ void DirectX9Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_24;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;

View File

@ -314,7 +314,7 @@ void OpenGL1Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
halDesc->dcmColorModel = D3DCOLORMODEL::RGB;
halDesc->dwFlags = D3DDD_DEVICEZBUFFERBITDEPTH;
halDesc->dwDeviceZBufferBitDepth = DDBD_24;
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;

View File

@ -421,7 +421,7 @@ void OpenGLES2Renderer::GetDesc(D3DDEVICEDESC* halDesc, D3DDEVICEDESC* helDesc)
halDesc->dwDeviceZBufferBitDepth |= DDBD_32;
}
}
helDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dwDeviceRenderBitDepth = DDBD_32;
halDesc->dpcTriCaps.dwTextureCaps = D3DPTEXTURECAPS_PERSPECTIVE;
halDesc->dpcTriCaps.dwShadeCaps = D3DPSHADECAPS_ALPHAFLATBLEND;
halDesc->dpcTriCaps.dwTextureFilterCaps = D3DPTFILTERCAPS_LINEAR;

View File

@ -15,9 +15,28 @@ DEFINE_GUID(Citro3D_GUID, 0x682656F3, 0x0000, 0x0000, 0x00, 0x00, 0x00, 0x00, 0x
struct C3DTextureCacheEntry {
IDirect3DRMTexture* texture;
Uint32 version;
C3D_Tex* c3dTex;
C3D_Tex c3dTex;
uint16_t width;
uint16_t height;
};
struct C3DMeshCacheEntry {
const MeshGroup* meshGroup = nullptr;
Uint32 version = 0;
bool flat = false;
C3D_AttrInfo attrInfo;
C3D_BufInfo bufInfo;
// CPU-side vertex data
std::vector<D3DRMVERTEX> vertices;
std::vector<D3DVECTOR> positions;
std::vector<D3DVECTOR> normals;
std::vector<TexCoord> texcoords; // Only if you have textures
std::vector<uint16_t> indices; // Indices for indexed drawing
};
class Citro3DRenderer : public Direct3DRMRenderer {
public:
static Direct3DRMRenderer* Create(DWORD width, DWORD height);
@ -49,14 +68,19 @@ class Citro3DRenderer : public Direct3DRMRenderer {
void Flip() override;
void Draw2DImage(Uint32 textureId, const SDL_Rect& srcRect, const SDL_Rect& dstRect) override;
void Download(SDL_Surface* target) override;
private:
C3DMeshCacheEntry UploadMesh(const MeshGroup& meshGroup);
void AddTextureDestroyCallback(Uint32 id, IDirect3DRMTexture* texture);
void AddMeshDestroyCallback(Uint32 id, IDirect3DRMMesh* mesh);
D3DRMMATRIX4D m_projection;
C3D_Mtx m_projectionMatrix;
SDL_Surface* m_renderedImage;
C3D_RenderTarget* m_renderTarget;
int m_projectionShaderUniformLocation;
std::vector<C3DTextureCacheEntry> m_textures;
std::vector<C3DMeshCacheEntry> m_meshs;
ViewportTransform m_viewportTransform;
// TODO: All these flags can likely be cleaned up
bool m_flipVertFlag;