void TextEngine::renderText(float x, float y, float scaleX, float scaleY, bool baseline, const char* text)
{		
	ssize_t  units;
	uint32_t code;

	// Configure buffers
	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);
	BufInfo_Add(bufInfo, textVtxArray, sizeof(textVertex_s), 2, 0x10);

	const uint8_t* p = (const uint8_t*)text;
	float firstX = x;
	u32 flags = GLYPH_POS_CALC_VTXCOORD | (baseline ? GLYPH_POS_AT_BASELINE : 0);
	int lastSheet = -1;
	do
	{
		if (!*p) break;
		units = decode_utf8(&code, p);
		if (units == -1)
			break;
		p += units;
		if (code == '\n')
		{
			x = firstX;
			y += scaleY*fontGetInfo()->lineFeed;
		}
		else if (code > 0)
		{
			int glyphIdx = fontGlyphIndexFromCodePoint(code);
			fontGlyphPos_s data;
			fontCalcGlyphPos(&data, glyphIdx, flags, scaleX, scaleY);

			// Bind the correct texture sheet
			if (data.sheetIndex != lastSheet)
			{
				lastSheet = data.sheetIndex;
				C3D_TexBind(0, &glyphSheets[lastSheet]);
			}

			int arrayIndex = textVtxArrayPos;
			if ((arrayIndex+4) >= TEXT_VTX_ARRAY_COUNT)
				break; // We can't render more characters

			// Add the vertices to the array
			addTextVertex(x+data.vtxcoord.left,  y+data.vtxcoord.bottom, data.texcoord.left,  data.texcoord.bottom);
			addTextVertex(x+data.vtxcoord.right, y+data.vtxcoord.bottom, data.texcoord.right, data.texcoord.bottom);
			addTextVertex(x+data.vtxcoord.left,  y+data.vtxcoord.top,    data.texcoord.left,  data.texcoord.top);
			addTextVertex(x+data.vtxcoord.right, y+data.vtxcoord.top,    data.texcoord.right, data.texcoord.top);

			// Draw the glyph
			C3D_DrawArrays(GPU_TRIANGLE_STRIP, arrayIndex, 4);

			x += data.xAdvance;

		}
	} while (code > 0);
}
Beispiel #2
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void Sprite::render() {
	if (dirtyPixels) {
		dirtyPixels = false;
		GSPGPU_FlushDataCache(pixels, w * h * format.bytesPerPixel);
		C3D_SafeDisplayTransfer((u32*)pixels, GX_BUFFER_DIM(w, h), (u32*)texture.data, GX_BUFFER_DIM(w, h), TEXTURE_TRANSFER_FLAGS);
		gspWaitForPPF();
	}
	C3D_TexBind(0, &texture);

	C3D_BufInfo *bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);
	BufInfo_Add(bufInfo, vertices, sizeof(vertex), 2, 0x10);
	C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4);
}
Beispiel #3
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void init_gpu_stuff() {
	// 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);

	// Get the location of the uniforms
	proj_uloc = shaderInstanceGetUniformLocation(program.vertexShader, "projection");

	// 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_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
	AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
	AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 4); // v2=color

	// Compute the projection matrix
	// Note: we're setting top to 240 here so origin is at top left.
	Mtx_OrthoTilt(&proj_mat, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0, true);

	// Configure buffers
	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);

	// Load textures
	load_texture(&background_tex, background_png, background_png_size);
	load_texture(&empty_tex, empty_png, empty_png_size);
	load_texture(&frame_tex, frame_png, frame_png_size);
	load_texture(&text_tex, ui_font_png, ui_font_png_size);
	load_texture(&tileset_tex, tileset_png, tileset_png_size);
	load_texture(&outline_tex, outline_png, outline_png_size);

	// Configure the first fragment shading substage to just pass through the texture color
	// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
	C3D_TexEnv* env = C3D_GetTexEnv(0);
	C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
	//C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0);

	//C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
	C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
	//C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);

	// Configure depth test to overwrite pixels with the same depth (needed to draw overlapping sprites)
	C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);

	C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, proj_uloc, &proj_mat);
}
Beispiel #4
0
void ctrFlushBatch(void) {
	if (ctrNumVerts == 0) {
		return;
	}

	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);
	BufInfo_Add(bufInfo, &ctrVertexBuffer[ctrVertStart], sizeof(struct ctrUIVertex), 4, 0x3210);

	GSPGPU_FlushDataCache(&ctrVertexBuffer[ctrVertStart], sizeof(struct ctrUIVertex) * ctrNumVerts);
	C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, ctrNumVerts);

	ctrVertStart += ctrNumVerts;
	ctrNumVerts = 0;
}
Beispiel #5
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void initialize(void) {

  // 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);
  
  // Get the location of the uniforms
  uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");

  // Compute the projection matrix
  Mtx_OrthoTilt(&projection, -200.0, 200.0, -120.0, 120.0, 0.0, 1.0);

  // Update the uniforms
  C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);

  // Create the VBO (vertex buffer object)
  vbo_data = linearAlloc(sizeof(vertices));
  memcpy(vbo_data, vertices, sizeof(vertices));

  // Configure buffers
  C3D_BufInfo* bufInfo = C3D_GetBufInfo();
  BufInfo_Init(bufInfo);
  BufInfo_Add(bufInfo, vbo_data, sizeof(vertices[0]), 2, 0x10);

  // Configure attributes for use with the vertex shader
  C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
  AttrInfo_Init(attrInfo);
  AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 2); // v0=x,y
  AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 3); // v1=r,g,b

  // 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_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
  C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
  C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);

}
Beispiel #6
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static void sceneInit(void)
{
	// 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);

	// Get the location of the uniforms
	uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "Projection");

	// Configure attributes for use with the vertex shader
	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
	AttrInfo_Init(attrInfo);
	AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
	AttrInfo_AddFixed(attrInfo, 1); // v1=color

	// Set the fixed attribute (color) to solid white
	C3D_FixedAttribSet(1, 1.0, 1.0, 1.0, 1.0);

	// Compute the projection matrix
	Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);

	// Create the VBO (vertex buffer object)
	vbo_data = linearAlloc(sizeof(vertex_list));
	memcpy(vbo_data, vertex_list, sizeof(vertex_list));

	// Configure buffers
	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);
	BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);

	// 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_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
	C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
	C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
Beispiel #7
0
static void sceneInit(void)
{
	// Load the shaders and create a shader program
	// The geoshader stride is set to 6 so that it processes a triangle at a time
	program_dvlb = DVLB_ParseFile((u32*)program_shbin, program_shbin_size);
	shaderProgramInit(&program);
	shaderProgramSetVsh(&program, &program_dvlb->DVLE[0]);
	shaderProgramSetGsh(&program, &program_dvlb->DVLE[1], 6);
	C3D_BindProgram(&program);

	// Get the location of the projection matrix uniform
	uLoc_projection = shaderInstanceGetUniformLocation(program.geometryShader, "projection");

	// Configure attributes for use with the vertex shader
	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
	AttrInfo_Init(attrInfo);
	AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
	AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 4); // v1=color

	// Compute the projection matrix
	Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);

	// Create the VBO (vertex buffer object)
	vbo_data = linearAlloc(sizeof(vertex_list));
	memcpy(vbo_data, vertex_list, sizeof(vertex_list));

	// Configure buffers
	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);
	BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 2, 0x10);

	// 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_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
	C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
	C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
Beispiel #8
0
//---------------------------------------------------------------------------------
static void sceneInit(void) {
//---------------------------------------------------------------------------------
	int i;

	// 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);

	// Get the location of the uniforms
	uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");

	// 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_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
	AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v2=texcoord

	// Compute the projection matrix
	// Note: we're setting top to 240 here so origin is at top left.
	Mtx_OrthoTilt(&projection, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);

	// Configure buffers
	C3D_BufInfo* bufInfo = C3D_GetBufInfo();
	BufInfo_Init(bufInfo);

	unsigned char* image;
	unsigned width, height;

	lodepng_decode32(&image, &width, &height, ballsprites_png, ballsprites_png_size);

	u8 *gpusrc = linearAlloc(width*height*4);

	// GX_DisplayTransfer needs input buffer in linear RAM
	u8* src=image; u8 *dst=gpusrc;

	// lodepng outputs big endian rgba so we need to convert
	for(int i = 0; i<width*height; i++) {
		int r = *src++;
		int g = *src++;
		int b = *src++;
		int a = *src++;

		*dst++ = a;
		*dst++ = b;
		*dst++ = g;
		*dst++ = r;
	}

	// ensure data is in physical ram
	GSPGPU_FlushDataCache(gpusrc, width*height*4);

	// Load the texture and bind it to the first texture unit
	C3D_TexInit(&spritesheet_tex, width, height, GPU_RGBA8);

	// Convert image to 3DS tiled texture format
	C3D_SafeDisplayTransfer ((u32*)gpusrc, GX_BUFFER_DIM(width,height), (u32*)spritesheet_tex.data, GX_BUFFER_DIM(width,height), TEXTURE_TRANSFER_FLAGS);
	gspWaitForPPF();

	C3D_TexSetFilter(&spritesheet_tex, GPU_LINEAR, GPU_NEAREST);
	C3D_TexBind(0, &spritesheet_tex);

	free(image);
	linearFree(gpusrc);

	// Configure the first fragment shading substage to just pass through the texture color
	// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
	C3D_TexEnv* env = C3D_GetTexEnv(0);
	C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0);
	C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
	C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);

	srand(time(NULL));

	for(i = 0; i < NUM_SPRITES; i++) {
		//random place and speed
		sprites[i].x = (rand() % (400 - 32 )) << 8;
		sprites[i].y = (rand() % (240 - 32 )) << 8 ;
		sprites[i].dx = (rand() & 0xFF) + 0x100;
		sprites[i].dy = (rand() & 0xFF) + 0x100;
		sprites[i].image = rand() & 3;

		if(rand() & 1)
			sprites[i].dx = -sprites[i].dx;
		if(rand() & 1)
			sprites[i].dy = -sprites[i].dy;
	}

	// Configure depth test to overwrite pixels with the same depth (needed to draw overlapping sprites)
	C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);
}