Ejemplo n.º 1
0
void TextEngine::Initialize(gfxScreen_t scn) {
	//The two screens are different sizes
	if(scn == GFX_TOP) {
		target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	} else {
		target = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	}
	C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
	C3D_RenderTargetSetOutput(target, scn, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);

	Result res = fontEnsureMapped();

	if (R_FAILED(res))
		printf("fontEnsureMapped: %08lX\n", res);

	vshader_dvlb = DVLB_ParseFile((u32*)vshader_v_shbin, vshader_v_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_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord

	if(scn == GFX_TOP) {
		// Compute the projection matrix
		Mtx_OrthoTilt(&projection, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);
	} else {
		Mtx_OrthoTilt(&projection, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0);
	}
	
	// Configure depth test to overwrite pixels with the same depth (needed to draw overlapping glyphs)
	C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);

	// Load the glyph texture sheets
	int i;
	TGLP_s* glyphInfo = fontGetGlyphInfo();
	glyphSheets = malloc(sizeof(C3D_Tex)*glyphInfo->nSheets);
	for (i = 0; i < glyphInfo->nSheets; i ++)
	{
		C3D_Tex* tex = &glyphSheets[i];
		tex->data = fontGetGlyphSheetTex(i);
		tex->fmt = glyphInfo->sheetFmt;
		tex->size = glyphInfo->sheetSize;
		tex->width = glyphInfo->sheetWidth;
		tex->height = glyphInfo->sheetHeight;
		tex->param = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR)
			| GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE);
	}

	// Create the text vertex array
	textVtxArray = (textVertex_s*)linearAlloc(sizeof(textVertex_s)*TEXT_VTX_ARRAY_COUNT);
}
Ejemplo n.º 2
0
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);
}
Ejemplo n.º 3
0
void OSystem_3DS::initGraphics() {
	_pfGame = Graphics::PixelFormat::createFormatCLUT8();
	_pfGameTexture = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);

	C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);

	// Initialize the render targets
	_renderTargetTop =
	    C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	C3D_RenderTargetSetClear(_renderTargetTop, C3D_CLEAR_ALL, 0x0000000, 0);
	C3D_RenderTargetSetOutput(_renderTargetTop, GFX_TOP, GFX_LEFT,
	                          DISPLAY_TRANSFER_FLAGS);

	_renderTargetBottom =
	    C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
	C3D_RenderTargetSetClear(_renderTargetBottom, C3D_CLEAR_ALL, 0x00000000, 0);
	C3D_RenderTargetSetOutput(_renderTargetBottom, GFX_BOTTOM, GFX_LEFT,
	                          DISPLAY_TRANSFER_FLAGS);

	// Load and bind simple default shader (shader.v.pica)
	_dvlb = DVLB_ParseFile((u32*)shader_shbin, shader_shbin_size);
	shaderProgramInit(&_program);
	shaderProgramSetVsh(&_program, &_dvlb->DVLE[0]);
	C3D_BindProgram(&_program);
	
	_projectionLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "projection");
	_modelviewLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "modelView");
	
	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
	
	Mtx_OrthoTilt(&_projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);
	Mtx_OrthoTilt(&_projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0);
	
	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);
	
	C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
	C3D_CullFace(GPU_CULL_NONE);
}
Ejemplo n.º 4
0
void CitroInit(size_t commandBufferSize)
{
	C3D_Init(commandBufferSize);

	// Configure attributes for use with the vertex shader
	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
	AttrInfo_Init(attrInfo);
	AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 2); // v0=position
	AttrInfo_AddLoader(attrInfo, 1, GPU_UNSIGNED_BYTE, 4); // v1=color
	AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 2); // v2=texcoord

	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);

	C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
	C3D_CullFace(GPU_CULL_NONE);
}
Ejemplo n.º 5
0
bool ctrInitGpu() {
	// Load vertex shader binary
	uiShader = DVLB_ParseFile((u32*) uishader, uishader_size);
	if (uiShader == NULL) {
		return false;
	}

	// Create shader
	shaderProgramInit(&uiProgram);
	Result res = shaderProgramSetVsh(&uiProgram, &uiShader->DVLE[0]);
	if (res < 0) {
		return false;
	}
	res = shaderProgramSetGsh(&uiProgram, &uiShader->DVLE[1], 4);
	if (res < 0) {
		return false;
	}
	C3D_BindProgram(&uiProgram);
	GSH_FVEC_projectionMtx = shaderInstanceGetUniformLocation(uiProgram.geometryShader, "projectionMtx");
	GSH_FVEC_textureMtx = shaderInstanceGetUniformLocation(uiProgram.geometryShader, "textureMtx");

	// Allocate buffers
	ctrVertexBuffer = linearAlloc(VERTEX_BUFFER_SIZE);
	if (ctrVertexBuffer == NULL) {
		return false;
	}

	C3D_CullFace(GPU_CULL_NONE);
	C3D_DepthTest(false, GPU_ALWAYS, GPU_WRITE_ALL);
	C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
	C3D_AlphaTest(false, GPU_ALWAYS, 0);
	C3D_BlendingColor(0);

	C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
	AttrInfo_Init(attrInfo);
	AttrInfo_AddLoader(attrInfo, 0, GPU_SHORT, 4); // in_pos
	AttrInfo_AddLoader(attrInfo, 1, GPU_SHORT, 4); // in_tc0
	AttrInfo_AddLoader(attrInfo, 2, GPU_UNSIGNED_BYTE, 4); // in_col
	AttrInfo_AddLoader(attrInfo, 3, GPU_FLOAT, 2); // in_rot

	return true;
}
Ejemplo n.º 6
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);
}
Ejemplo n.º 7
0
bool gfxInit() {
    gfxInitDefault();

    if(!C3D_Init(C3D_DEFAULT_CMDBUF_SIZE)) {
        gfxCleanup();
        return false;
    }

    c3dInitialized = true;

    u32 displayFlags = 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);

    targetTop = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
    if(targetTop == NULL) {
        gfxCleanup();
        return false;
    }

    C3D_RenderTargetSetClear(targetTop, C3D_CLEAR_ALL, 0, 0);
    C3D_RenderTargetSetOutput(targetTop, GFX_TOP, GFX_LEFT, displayFlags);

    targetBottom = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
    if(targetBottom == NULL) {
        gfxCleanup();
        return false;
    }

    C3D_RenderTargetSetClear(targetBottom, C3D_CLEAR_ALL, 0, 0);
    C3D_RenderTargetSetOutput(targetBottom, GFX_BOTTOM, GFX_LEFT, displayFlags);

    dvlb = DVLB_ParseFile((u32*) default_shbin, default_shbin_len);
    if(dvlb == NULL) {
        gfxCleanup();
        return false;
    }

    Result progInitRes = shaderProgramInit(&program);
    if(R_FAILED(progInitRes)) {
        gfxCleanup();
        return false;
    }

    shaderInitialized = true;

    Result progSetVshRes = shaderProgramSetVsh(&program, &dvlb->DVLE[0]);
    if(R_FAILED(progSetVshRes)) {
        gfxCleanup();
        return false;
    }

    C3D_BindProgram(&program);

    C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
    if(attrInfo == NULL) {
        gfxCleanup();
        return false;
    }

    AttrInfo_Init(attrInfo);
    AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3);
    AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2);

    C3D_TexEnv* env = C3D_GetTexEnv(0);
    if(env == NULL) {
        gfxCleanup();
        return false;
    }

    C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0);
    C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
    C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);

    C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);

    Mtx_OrthoTilt(&projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);
    Mtx_OrthoTilt(&projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0);

    screenInit = false;
    borderInit = false;

    // Allocate and clear the screen buffer.
    screenBuffer = (u32*) linearAlloc(256 * 256 * sizeof(u32));
    memset(screenBuffer, 0, 256 * 256 * sizeof(u32));

    // Allocate and clear the scale2x buffer.
    scale2xBuffer = (u32*) linearAlloc(512 * 512 * sizeof(u32));
    memset(scale2xBuffer, 0, 512 * 512 * sizeof(u32));

    return true;
}