mirror of
https://github.com/isledecomp/isle-portable.git
synced 2026-02-03 12:31:15 +00:00
433 lines
13 KiB
C++
433 lines
13 KiB
C++
#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?
|
|
// Actually it's in ctrulib -max
|
|
gfxInitDefault();
|
|
gfxSetWide(true);
|
|
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 / 2;
|
|
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();
|
|
}
|
|
|
|
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) {
|
|
// This, for some reason, causes the app to close
|
|
// instead of crashing the cpu, useful for
|
|
// debugging :)
|
|
//for(i = 0; i < 1000000; i++)
|
|
// SDL_LogError(LOG_CATEGORY_MINIWIN, "%s: HI IM DAISY", MINIWIN_PRETTY_FUNCTION);
|
|
|
|
C3D_TexDelete(tex.c3dTex);
|
|
|
|
SDL_Surface* surf = SDL_ConvertSurface(surface->m_surface, SDL_PIXELFORMAT_RGBA32);
|
|
if (!surf) {
|
|
return NO_TEXTURE_ID;
|
|
}
|
|
// Apparently a crash may be caused due to large textures? Hopefully this fixes that.
|
|
surf = SDL_ScaleSurface(surf, (surf->w / 2), (surf->h / 2), SDL_SCALEMODE_LINEAR);
|
|
// 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();
|
|
}
|