render.c 32 KB

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  1. /* MegaZeux
  2. *
  3. * Copyright (C) 2004-2006 Gilead Kutnick <exophase@adelphia.net>
  4. * Copyright (C) 2007 Alistair John Strachan <alistair@devzero.co.uk>
  5. * Copyright (C) 2007 Alan Williams <mralert@gmail.com>
  6. *
  7. * This program is free software; you can redistribute it and/or
  8. * modify it under the terms of the GNU General Public License as
  9. * published by the Free Software Foundation; either version 2 of
  10. * the License, or (at your option) any later version.
  11. *
  12. * This program is distributed in the hope that it will be useful,
  13. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  14. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  15. * General Public License for more details.
  16. *
  17. * You should have received a copy of the GNU General Public License
  18. * along with this program; if not, write to the Free Software
  19. * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
  20. */
  21. #include "../../src/graphics.h"
  22. #include "../../src/pngops.h"
  23. #include "../../src/render.h"
  24. #include "../../src/renderers.h"
  25. #include "../../src/util.h"
  26. #include "event.h"
  27. #include "keyboard.h"
  28. #include "platform.h"
  29. #include "render.h"
  30. #include "shader_2d_shbin.h"
  31. #include "shader_playfield_shbin.h"
  32. //#define RDR_DEBUG
  33. struct ctr_shader_data
  34. {
  35. DVLB_s *dvlb;
  36. shaderProgram_s program;
  37. int proj_loc, offs_loc, geo_count;
  38. C3D_AttrInfo attr;
  39. };
  40. struct ctr_layer
  41. {
  42. Uint32 w, h, mode;
  43. float z;
  44. int draw_order;
  45. struct v_char *foreground;
  46. C3D_Tex background;
  47. };
  48. struct v_char
  49. {
  50. s16 x, y;
  51. u32 uv;
  52. u32 col;
  53. };
  54. struct vertex
  55. {
  56. float x, y, w, h;
  57. float z;
  58. float tx, ty, tw, th;
  59. u32 color;
  60. };
  61. struct linear_ptr_list_entry
  62. {
  63. void *ptr;
  64. struct linear_ptr_list_entry *next;
  65. };
  66. #define CTR_TEXTURE_WIDTH 1024
  67. #define CTR_TEXTURE_CHARS_ROW (CTR_TEXTURE_WIDTH / 8)
  68. #define CTR_TEXTURE_HEIGHT ((NUM_CHARSETS * 256 / CTR_TEXTURE_CHARS_ROW) * 16)
  69. struct ctr_render_data
  70. {
  71. C3D_Tex charset[5], charset_vram[5];
  72. u8 charset_dirty_set;
  73. u8 charset_dirty[NUM_CHARSETS * 2];
  74. boolean rendering_frame, checked_frame;
  75. struct ctr_shader_data shader_2d, shader_playfield;
  76. C3D_Mtx projection;
  77. C3D_Tex playfield_tex;
  78. C3D_TexEnv env_normal, env_no_texture, env_playfield, env_playfield_inv;
  79. C3D_RenderTarget *playfield, *target_top, *target_bottom;
  80. u8 cursor_on, mouse_on;
  81. u32 last_focus_x, last_focus_y;
  82. u32 focus_x, focus_y;
  83. u32 layer_num;
  84. };
  85. static u8 morton_lut[64] =
  86. {
  87. 0x00, 0x01, 0x04, 0x05, 0x10, 0x11, 0x14, 0x15,
  88. 0x02, 0x03, 0x06, 0x07, 0x12, 0x13, 0x16, 0x17,
  89. 0x08, 0x09, 0x0c, 0x0d, 0x18, 0x19, 0x1c, 0x1d,
  90. 0x0a, 0x0b, 0x0e, 0x0f, 0x1a, 0x1b, 0x1e, 0x1f,
  91. 0x20, 0x21, 0x24, 0x25, 0x30, 0x31, 0x34, 0x35,
  92. 0x22, 0x23, 0x26, 0x27, 0x32, 0x33, 0x36, 0x37,
  93. 0x28, 0x29, 0x2c, 0x2d, 0x38, 0x39, 0x3c, 0x3d,
  94. 0x2a, 0x2b, 0x2e, 0x2f, 0x3a, 0x3b, 0x3e, 0x3f
  95. };
  96. static u8 morton_lut4[32] =
  97. {
  98. 0x00, 0x02, 0x08, 0x0a, 0x01, 0x03, 0x09, 0x0b,
  99. 0x04, 0x06, 0x0c, 0x0e, 0x05, 0x07, 0x0d, 0x0f,
  100. 0x10, 0x12, 0x18, 0x1a, 0x11, 0x13, 0x19, 0x1b,
  101. 0x14, 0x16, 0x1c, 0x1e, 0x15, 0x17, 0x1d, 0x1f
  102. };
  103. // 2 char bits -> 8 texture bits
  104. static u8 bitmask_mzx[4] = { 0x00, 0xf0, 0x0f, 0xff };
  105. // 4 char bits -> 8 texture bits
  106. // bitmask_smzx[layer, 0-3][bits]
  107. static u8 bitmask_smzx[4][16] =
  108. {
  109. { 0xff, 0x0f, 0x0f, 0x0f, 0xf0, 0x00, 0x00, 0x00,
  110. 0xf0, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00 },
  111. { 0x00, 0xf0, 0x00, 0x00, 0x0f, 0xff, 0x0f, 0x0f,
  112. 0x00, 0xf0, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00 },
  113. { 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0xf0, 0x00,
  114. 0x0f, 0x0f, 0xff, 0x0f, 0x00, 0x00, 0xf0, 0x00 },
  115. { 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0xf0,
  116. 0x00, 0x00, 0x00, 0xf0, 0x0f, 0x0f, 0x0f, 0xff }
  117. };
  118. // texture PNG dimensions must be powers of two
  119. static boolean tex_w_h_constraint(png_uint_32 w, png_uint_32 h)
  120. {
  121. return w > 0 && h > 0 && ((w & (w - 1)) == 0) && ((h & (h - 1)) == 0);
  122. }
  123. static inline int to_texture_size(int v)
  124. {
  125. int i;
  126. for(i = 8; i <= 65536; i *= 2)
  127. if(i >= v)
  128. return i;
  129. return v;
  130. }
  131. static void *tex_alloc_png_surface(png_uint_32 w, png_uint_32 h,
  132. png_uint_32 *stride, void **pixels)
  133. {
  134. C3D_Tex *tex;
  135. tex = ccalloc(1, sizeof(C3D_Tex));
  136. *stride = w << 2;
  137. if(!C3D_TexInit(tex, w, h, GPU_RGBA8))
  138. {
  139. free(tex);
  140. return NULL;
  141. }
  142. *pixels = tex->data;
  143. return tex;
  144. }
  145. static inline void ctr_set_2d_projection(struct ctr_render_data *render_data,
  146. int width, int height, boolean tilt)
  147. {
  148. if(tilt)
  149. Mtx_OrthoTilt(&render_data->projection, 0, width, height, 0, -1.0, 12100.0,
  150. true);
  151. else
  152. Mtx_Ortho(&render_data->projection, 0, width, 0, height, -1.0, 12100.0,
  153. true);
  154. }
  155. static inline void ctr_set_2d_projection_screen(
  156. struct ctr_render_data *render_data, boolean top_screen)
  157. {
  158. ctr_set_2d_projection(render_data, top_screen ? 400 : 320, 240, true);
  159. }
  160. static void ctr_bind_shader(struct ctr_shader_data *shader)
  161. {
  162. C3D_BindProgram(&shader->program);
  163. C3D_SetAttrInfo(&shader->attr);
  164. }
  165. static inline void ctr_prepare_2d(struct ctr_render_data *render_data,
  166. struct vertex *array)
  167. {
  168. C3D_BufInfo *bufInfo;
  169. bufInfo = C3D_GetBufInfo();
  170. BufInfo_Init(bufInfo);
  171. BufInfo_Add(bufInfo, array, sizeof(struct vertex), 4, 0x3210);
  172. ctr_bind_shader(&render_data->shader_2d);
  173. C3D_FVUnifMtx4x4(GPU_GEOMETRY_SHADER, render_data->shader_2d.proj_loc,
  174. &render_data->projection);
  175. }
  176. static inline void ctr_prepare_playfield(struct ctr_render_data *render_data,
  177. struct v_char *array, float xo, float yo, boolean geo, int mode, float z)
  178. {
  179. C3D_BufInfo *bufInfo;
  180. bufInfo = C3D_GetBufInfo();
  181. BufInfo_Init(bufInfo);
  182. BufInfo_Add(bufInfo, array, sizeof(struct v_char), 3, 0x210);
  183. ctr_bind_shader(&render_data->shader_playfield);
  184. C3D_FVUnifMtx4x4(GPU_GEOMETRY_SHADER, render_data->shader_playfield.proj_loc,
  185. &render_data->projection);
  186. C3D_FVUnifSet(GPU_GEOMETRY_SHADER, render_data->shader_playfield.offs_loc,
  187. (float) xo, (float) yo, z, 0.0f);
  188. }
  189. C3D_Tex *ctr_load_png(const char *name)
  190. {
  191. C3D_Tex *output;
  192. u16 width, height;
  193. u32 *data, *dataBuf;
  194. int i;
  195. output = png_read_file(name, NULL, NULL, tex_w_h_constraint,
  196. tex_alloc_png_surface);
  197. if(output != NULL)
  198. {
  199. C3D_TexSetWrap(output, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
  200. data = (u32 *)output->data;
  201. dataBuf = (u32 *)clinearAlloc(output->size, 0x10);
  202. for(i = 0; i < output->size >> 2; i++)
  203. dataBuf[i] = __builtin_bswap32(data[i]);
  204. width = output->width;
  205. height = output->height;
  206. C3D_TexDelete(output);
  207. C3D_TexInitVRAM(output, width, height, GPU_RGBA8);
  208. data = (u32*) output->data;
  209. GSPGPU_FlushDataCache(dataBuf, output->size);
  210. C3D_SyncDisplayTransfer(
  211. dataBuf,
  212. GX_BUFFER_DIM(output->width, output->height),
  213. data,
  214. GX_BUFFER_DIM(output->width, output->height),
  215. (GX_TRANSFER_FLIP_VERT(0) |
  216. GX_TRANSFER_OUT_TILED(1) |
  217. GX_TRANSFER_RAW_COPY(0) |
  218. GX_TRANSFER_IN_FORMAT(GPU_RGBA8) |
  219. GX_TRANSFER_OUT_FORMAT(GPU_RGBA8) |
  220. GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
  221. );
  222. linearFree(dataBuf);
  223. }
  224. return output;
  225. }
  226. static int vertex_heap_pos = 0, vertex_heap_len = 0;
  227. static struct vertex *vertex_heap;
  228. void ctr_draw_2d_texture(struct ctr_render_data *render_data, C3D_Tex *texture,
  229. int tx, int ty, int tw, int th,
  230. float x, float y, float w, float h, float z, u32 color, boolean flipy)
  231. {
  232. struct vertex *vertices;
  233. if(flipy && texture != NULL)
  234. {
  235. ty = texture->height - ty;
  236. th = -th;
  237. }
  238. if(vertex_heap_len == 0)
  239. {
  240. vertex_heap_len = 64;
  241. vertex_heap = clinearAlloc(sizeof(struct vertex) * vertex_heap_len, 0x80);
  242. }
  243. else
  244. if(vertex_heap_pos + 1 > vertex_heap_len)
  245. {
  246. struct vertex *vertex_heap_new =
  247. clinearAlloc(sizeof(struct vertex) * vertex_heap_len * 2, 0x80);
  248. memcpy(vertex_heap_new, vertex_heap,
  249. sizeof(struct vertex) * vertex_heap_len);
  250. vertex_heap_len *= 2;
  251. linearFree(vertex_heap);
  252. vertex_heap = vertex_heap_new;
  253. }
  254. vertices = &vertex_heap[vertex_heap_pos];
  255. vertex_heap_pos++;
  256. vertices[0].x = x;
  257. vertices[0].y = y;
  258. vertices[0].w = w;
  259. vertices[0].h = h;
  260. vertices[0].z = z;
  261. vertices[0].color = color;
  262. ctr_prepare_2d(render_data, vertex_heap);
  263. if(texture != NULL)
  264. {
  265. vertices[0].tx = tx / ((float) texture->width);
  266. vertices[0].ty = ty / ((float) texture->height);
  267. vertices[0].tw = tw / ((float) texture->width);
  268. vertices[0].th = th / ((float) texture->height);
  269. C3D_SetTexEnv(0, &(render_data->env_normal));
  270. C3D_TexBind(0, texture);
  271. }
  272. else
  273. {
  274. vertices[0].tx = tx;
  275. vertices[0].ty = ty;
  276. vertices[0].tw = tw;
  277. vertices[0].th = th;
  278. C3D_SetTexEnv(0, &(render_data->env_no_texture));
  279. }
  280. C3D_DrawArrays(GPU_GEOMETRY_PRIM, vertex_heap_pos - 1, 1);
  281. }
  282. static void ctr_init_shader(struct ctr_shader_data *shader, const void *data,
  283. int size, int geo_count)
  284. {
  285. shader->dvlb = DVLB_ParseFile((u32 *)data, size);
  286. shader->geo_count = geo_count;
  287. shaderProgramInit(&shader->program);
  288. shaderProgramSetVsh(&shader->program, &shader->dvlb->DVLE[0]);
  289. shaderProgramSetGsh(&shader->program, &shader->dvlb->DVLE[1], geo_count);
  290. shader->proj_loc =
  291. shaderInstanceGetUniformLocation(shader->program.geometryShader, "projection");
  292. shader->offs_loc =
  293. shaderInstanceGetUniformLocation(shader->program.geometryShader, "offset");
  294. AttrInfo_Init(&shader->attr);
  295. }
  296. static boolean ctr_init_video(struct graphics_data *graphics,
  297. struct config_info *conf)
  298. {
  299. static struct ctr_render_data render_data;
  300. #ifdef RDR_DEBUG
  301. consoleInit(GFX_TOP, NULL);
  302. #endif
  303. memset(&render_data, 0, sizeof(struct ctr_render_data));
  304. graphics->render_data = &render_data;
  305. C3D_Init(0x40000);
  306. C3D_CullFace(GPU_CULL_NONE);
  307. gfxSet3D(false);
  308. render_data.rendering_frame = false;
  309. render_data.checked_frame = false;
  310. // 1024x512 is the smallest power of two texture which can fit a 640x350 playfield
  311. if (conf->force_bpp == 32)
  312. C3D_TexInitVRAM(&render_data.playfield_tex, 1024, 512, GPU_RGBA8);
  313. else
  314. C3D_TexInitVRAM(&render_data.playfield_tex, 1024, 512, GPU_RGB565);
  315. C3D_TexSetFilter(&render_data.playfield_tex, GPU_LINEAR, GPU_LINEAR);
  316. render_data.playfield =
  317. C3D_RenderTargetCreateFromTex(&render_data.playfield_tex, GPU_TEXFACE_2D, 0,
  318. GPU_RB_DEPTH16);
  319. render_data.target_top =
  320. C3D_RenderTargetCreate(240, 400, GPU_RB_RGB8, GPU_RB_DEPTH16);
  321. render_data.target_bottom =
  322. C3D_RenderTargetCreate(240, 320, GPU_RB_RGB8, GPU_RB_DEPTH16);
  323. C3D_RenderTargetClear(render_data.playfield, C3D_CLEAR_ALL, 0x000000, 0);
  324. C3D_RenderTargetClear(render_data.target_top, C3D_CLEAR_ALL, 0x000000, 0);
  325. C3D_RenderTargetClear(render_data.target_bottom, C3D_CLEAR_ALL, 0x000000, 0);
  326. C3D_RenderTargetSetOutput(render_data.target_top, GFX_TOP, GFX_LEFT,
  327. GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) |
  328. GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
  329. C3D_RenderTargetSetOutput(render_data.target_bottom, GFX_BOTTOM, GFX_LEFT,
  330. GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) |
  331. GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
  332. ctr_init_shader(&render_data.shader_2d,
  333. shader_2d_shbin, shader_2d_shbin_size, 4);
  334. ctr_init_shader(&render_data.shader_playfield,
  335. shader_playfield_shbin, shader_playfield_shbin_size, 3);
  336. // v0 = x,y,w,h
  337. // v1 = z
  338. // v2 = tx,ty,tw,th
  339. // v3 = color
  340. AttrInfo_AddLoader(&render_data.shader_2d.attr, 0, GPU_FLOAT, 4);
  341. AttrInfo_AddLoader(&render_data.shader_2d.attr, 1, GPU_FLOAT, 1);
  342. AttrInfo_AddLoader(&render_data.shader_2d.attr, 2, GPU_FLOAT, 4);
  343. AttrInfo_AddLoader(&render_data.shader_2d.attr, 3, GPU_UNSIGNED_BYTE, 4);
  344. // v0 = position
  345. // v1 = texcoord
  346. // v2 = color
  347. AttrInfo_AddLoader(&render_data.shader_playfield.attr, 0, GPU_SHORT, 2);
  348. AttrInfo_AddLoader(&render_data.shader_playfield.attr, 1, GPU_SHORT, 2);
  349. AttrInfo_AddLoader(&render_data.shader_playfield.attr, 2, GPU_UNSIGNED_BYTE, 4);
  350. for(int i = 0; i < 5; i++)
  351. {
  352. int tex_width = CTR_TEXTURE_WIDTH;
  353. if(i > 0)
  354. tex_width /= 2;
  355. C3D_TexInit(&render_data.charset[i], tex_width,
  356. CTR_TEXTURE_HEIGHT, GPU_A4);
  357. C3D_TexSetFilter(&render_data.charset[i], GPU_NEAREST, GPU_NEAREST);
  358. C3D_TexSetWrap(&render_data.charset[i], GPU_REPEAT, GPU_REPEAT);
  359. C3D_TexInitVRAM(&render_data.charset_vram[i], tex_width,
  360. CTR_TEXTURE_HEIGHT, GPU_A4);
  361. C3D_TexSetFilter(&render_data.charset_vram[i], GPU_NEAREST, GPU_NEAREST);
  362. C3D_TexSetWrap(&render_data.charset_vram[i], GPU_REPEAT, GPU_REPEAT);
  363. }
  364. C3D_TexEnvInit(&(render_data.env_normal));
  365. C3D_TexEnvSrc(&(render_data.env_normal), C3D_Both, GPU_TEXTURE0, 0, 0);
  366. C3D_TexEnvOpRgb(&(render_data.env_normal), 0, 0, 0);
  367. C3D_TexEnvOpAlpha(&(render_data.env_normal), 0, 0, 0);
  368. C3D_TexEnvFunc(&(render_data.env_normal), C3D_Both, GPU_MODULATE);
  369. C3D_TexEnvInit(&(render_data.env_no_texture));
  370. C3D_TexEnvSrc(&(render_data.env_no_texture), C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
  371. C3D_TexEnvOpRgb(&(render_data.env_no_texture), 0, 0, 0);
  372. C3D_TexEnvOpAlpha(&(render_data.env_no_texture), 0, 0, 0);
  373. C3D_TexEnvFunc(&(render_data.env_no_texture), C3D_Both, GPU_REPLACE);
  374. C3D_TexEnvInit(&(render_data.env_playfield));
  375. C3D_TexEnvSrc(&(render_data.env_playfield), C3D_RGB, 0, 0, 0);
  376. C3D_TexEnvSrc(&(render_data.env_playfield), C3D_Alpha, 0, GPU_TEXTURE0, 0);
  377. C3D_TexEnvOpRgb(&(render_data.env_playfield), 0, 2, 0);
  378. C3D_TexEnvOpAlpha(&(render_data.env_playfield), 0, 0, 0);
  379. C3D_TexEnvFunc(&(render_data.env_playfield), C3D_Both, GPU_MODULATE);
  380. C3D_TexEnvInit(&(render_data.env_playfield_inv));
  381. C3D_TexEnvSrc(&(render_data.env_playfield_inv), C3D_RGB, 0, 0, 0);
  382. C3D_TexEnvSrc(&(render_data.env_playfield_inv), C3D_Alpha, 0, GPU_TEXTURE0, 0);
  383. C3D_TexEnvOpRgb(&(render_data.env_playfield_inv), 0, 2, 0);
  384. C3D_TexEnvOpAlpha(&(render_data.env_playfield_inv), 1, 0, 0);
  385. C3D_TexEnvFunc(&(render_data.env_playfield_inv), C3D_Both, GPU_MODULATE);
  386. C3D_AlphaTest(false, GPU_GREATER, 0x80);
  387. C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
  388. graphics->allow_resize = 0;
  389. graphics->bits_per_pixel = 32;
  390. graphics->resolution_width = 640;
  391. graphics->resolution_height = 350;
  392. graphics->window_width = 640;
  393. graphics->window_height = 350;
  394. ctr_keyboard_init(&render_data);
  395. return set_video_mode();
  396. }
  397. static void ctr_free_video(struct graphics_data *graphics)
  398. {
  399. // TODO: more freeing!
  400. struct ctr_render_data *render_data = graphics->render_data;
  401. int i;
  402. for(i = 0; i < 5; i++)
  403. {
  404. C3D_TexDelete(&render_data->charset[i]);
  405. C3D_TexDelete(&render_data->charset_vram[i]);
  406. }
  407. C3D_RenderTargetDelete(render_data->playfield);
  408. C3D_RenderTargetDelete(render_data->target_top);
  409. C3D_RenderTargetDelete(render_data->target_bottom);
  410. }
  411. static boolean ctr_check_video_mode(struct graphics_data *graphics, int width,
  412. int height, int depth, boolean fullscreen, boolean resize)
  413. {
  414. return true;
  415. }
  416. static boolean ctr_set_video_mode(struct graphics_data *graphics, int width,
  417. int height, int depth, boolean fullscreen, boolean resize)
  418. {
  419. return true;
  420. }
  421. static void ctr_update_colors(struct graphics_data *graphics,
  422. struct rgb_color *palette, Uint32 count)
  423. {
  424. Uint32 i;
  425. for(i = 0; i < count; i++)
  426. {
  427. graphics->flat_intensity_palette[i] =
  428. (palette[i].r << 24) | (palette[i].g << 16) |
  429. (palette[i].b << 8) | 0x000000FF;
  430. }
  431. }
  432. static inline u32 ctr_get_char_texture_row(u32 chr)
  433. {
  434. return chr / CTR_TEXTURE_CHARS_ROW;
  435. }
  436. /**
  437. * This method takes a single character line "c" for character "chr" and
  438. * Y position "y" and writes it to all textures (both MZX and SMZX).
  439. */
  440. static inline void ctr_char_line_to_texture(
  441. struct ctr_render_data *render_data, u8 c, u32 chr, int y)
  442. {
  443. u8 *p, *p2, *p3, *p4;
  444. u8 t, t2;
  445. u32 offset = ((chr%CTR_TEXTURE_CHARS_ROW) * (8 * 8 / 2));
  446. u32 offset_smzx = (((chr & (~1)) % CTR_TEXTURE_CHARS_ROW) * (4 * 8 / 2));
  447. offset += (chr/CTR_TEXTURE_CHARS_ROW) * (CTR_TEXTURE_WIDTH * 16 / 2);
  448. offset_smzx += (chr/CTR_TEXTURE_CHARS_ROW) * (CTR_TEXTURE_WIDTH/2 * 16 / 2);
  449. // add the Y position to the offsets, taking into account the 8x8 tex. tiles
  450. offset += ((y / 8) * (CTR_TEXTURE_WIDTH * 8 / 2));
  451. offset += morton_lut4[(y & 7) * 4];
  452. offset_smzx += ((y / 8) * (CTR_TEXTURE_WIDTH / 2 * 8 / 2));
  453. offset_smzx += morton_lut4[(y & 7) * 4];
  454. if(chr & 1)
  455. offset_smzx += 8;
  456. p = ((u8*) render_data->charset[0].data) + offset;
  457. p[0] = bitmask_mzx[(c >> 6) & 0x03];
  458. p[2] = bitmask_mzx[(c >> 4) & 0x03];
  459. p[8] = bitmask_mzx[(c >> 2) & 0x03];
  460. p[10] = bitmask_mzx[(c >> 0) & 0x03];
  461. p = ((u8*) render_data->charset[1].data) + offset_smzx;
  462. p2 = ((u8*) render_data->charset[2].data) + offset_smzx;
  463. p3 = ((u8*) render_data->charset[3].data) + offset_smzx;
  464. p4 = ((u8*) render_data->charset[4].data) + offset_smzx;
  465. t = (c >> 4);
  466. t2 = (c & 15);
  467. p[0] = bitmask_smzx[0][t];
  468. p[2] = bitmask_smzx[0][t2];
  469. p2[0] = bitmask_smzx[1][t];
  470. p2[2] = bitmask_smzx[1][t2];
  471. p3[0] = bitmask_smzx[2][t];
  472. p3[2] = bitmask_smzx[2][t2];
  473. p4[0] = bitmask_smzx[3][t];
  474. p4[2] = bitmask_smzx[3][t2];
  475. }
  476. static void ctr_remap_char_range(struct graphics_data *graphics, Uint16 first,
  477. Uint16 count)
  478. {
  479. struct ctr_render_data *render_data = graphics->render_data;
  480. u16 end = first + count;
  481. u8 *charset_pos;
  482. u32 i, j;
  483. if(end > FULL_CHARSET_SIZE)
  484. end = FULL_CHARSET_SIZE;
  485. charset_pos = graphics->charset;
  486. charset_pos += first * CHAR_SIZE;
  487. for(i = first; i < end; i++)
  488. {
  489. for(j = 0; j < 14; j++, charset_pos++)
  490. ctr_char_line_to_texture(render_data, *charset_pos, i, j);
  491. }
  492. first = ctr_get_char_texture_row(first);
  493. end = ctr_get_char_texture_row(end - 1);
  494. for(i = first; i <= end; i++)
  495. render_data->charset_dirty[i] = 1;
  496. render_data->charset_dirty_set = 1;
  497. }
  498. static void ctr_remap_char(struct graphics_data *graphics, Uint16 chr)
  499. {
  500. struct ctr_render_data *render_data = graphics->render_data;
  501. u16 tex_row = ctr_get_char_texture_row(chr);
  502. u8 *charset_pos;
  503. u32 i;
  504. charset_pos = graphics->charset;
  505. charset_pos += chr * CHAR_SIZE;
  506. for(i = 0; i < 14; i++, charset_pos++)
  507. ctr_char_line_to_texture(render_data, *charset_pos, chr, i);
  508. render_data->charset_dirty[tex_row] = 1;
  509. render_data->charset_dirty_set = 1;
  510. }
  511. static void ctr_remap_charbyte(struct graphics_data *graphics, Uint16 chr,
  512. Uint8 byte)
  513. {
  514. struct ctr_render_data *render_data = graphics->render_data;
  515. u16 tex_row = ctr_get_char_texture_row(chr);
  516. u8 *charset_pos;
  517. charset_pos = graphics->charset;
  518. charset_pos += chr * CHAR_SIZE + byte;
  519. ctr_char_line_to_texture(render_data, *charset_pos, chr, byte);
  520. render_data->charset_dirty[tex_row] = 1;
  521. render_data->charset_dirty_set = 1;
  522. }
  523. static inline void ctr_refresh_charsets(struct ctr_render_data *render_data,
  524. int from, int to)
  525. {
  526. u8 *charset_dirty;
  527. int coffs = 0;
  528. int csize = 0;
  529. int cincr = (CTR_TEXTURE_WIDTH * 16) / 2;
  530. int last_dirty = 0;
  531. int i;
  532. if(!render_data->charset_dirty_set)
  533. return;
  534. render_data->charset_dirty_set = 0;
  535. charset_dirty = render_data->charset_dirty;
  536. for(i = 0; i < NUM_CHARSETS * 2; i++)
  537. {
  538. if(charset_dirty[i])
  539. {
  540. coffs = cincr * i;
  541. break;
  542. }
  543. }
  544. for(; i < NUM_CHARSETS * 2; i++)
  545. {
  546. if(charset_dirty[i])
  547. {
  548. charset_dirty[i] = 0;
  549. last_dirty = i;
  550. }
  551. }
  552. csize = (last_dirty + 1) * cincr - coffs;
  553. if(csize <= 0)
  554. return;
  555. for(i = from; i < to; i++)
  556. {
  557. if(i != 0)
  558. {
  559. GSPGPU_FlushDataCache((u8*)(render_data->charset[i].data) + coffs/2, csize/2);
  560. C3D_SyncTextureCopy((u32*)((u8*)(render_data->charset[i].data) + coffs/2), 0,
  561. (u32*)((u8*)(render_data->charset_vram[i].data) + coffs/2), 0, csize/2, 8);
  562. }
  563. else
  564. {
  565. GSPGPU_FlushDataCache((u8*)(render_data->charset[0].data) + coffs, csize);
  566. C3D_SyncTextureCopy((u32*)((u8*)(render_data->charset[0].data) + coffs), 0,
  567. (u32*)((u8*)(render_data->charset_vram[0].data) + coffs), 0, csize, 8);
  568. }
  569. }
  570. return;
  571. }
  572. static boolean ctr_should_render(struct ctr_render_data *render_data)
  573. {
  574. if(!render_data->rendering_frame)
  575. {
  576. if(render_data->checked_frame || !C3D_FrameBegin(C3D_FRAME_NONBLOCK))
  577. {
  578. render_data->checked_frame = true;
  579. return false;
  580. }
  581. ctr_refresh_charsets(render_data, 0, 5);
  582. render_data->rendering_frame = true;
  583. render_data->layer_num = 0;
  584. vertex_heap_pos = 0;
  585. C3D_FrameDrawOn(render_data->playfield);
  586. ctr_set_2d_projection(render_data, 1024, 512, false);
  587. }
  588. return true;
  589. }
  590. static void ctr_render_layer(struct graphics_data *graphics,
  591. struct video_layer *vlayer)
  592. {
  593. struct ctr_layer *layer = (struct ctr_layer *)vlayer->platform_layer_data;
  594. struct ctr_render_data *render_data = graphics->render_data;
  595. struct char_element *src = vlayer->data;
  596. int tcol = vlayer->transparent_col;
  597. int offset = vlayer->offset;
  598. u32 bufsize = vlayer->w * vlayer->h * (vlayer->mode > 0 ? 4 : 2);
  599. u32 max_bufsize = vlayer->w * vlayer->h * 4;
  600. int k, l, m, n, o, col, col2, col3, col4, idx;
  601. int idx1, idx2, idx3, idx4;
  602. u32 uv;
  603. u32 i, j, ch;
  604. u32 protected_pal_position = graphics->protected_pal_position;
  605. boolean has_content = false, has_inversions = false;
  606. if(!ctr_should_render(render_data))
  607. return;
  608. if(layer != NULL && (layer->draw_order != vlayer->draw_order))
  609. {
  610. layer->draw_order = vlayer->draw_order;
  611. layer->z = (2000 - layer->draw_order) * 3 + 1;
  612. }
  613. if(layer != NULL && (layer->w != vlayer->w || layer->h != vlayer->h))
  614. {
  615. linearFree(layer->foreground);
  616. C3D_TexDelete(&(layer->background));
  617. free(layer);
  618. layer = NULL;
  619. }
  620. if(layer == NULL)
  621. {
  622. layer = cmalloc(sizeof(struct ctr_layer));
  623. layer->w = vlayer->w; layer->h = vlayer->h;
  624. layer->draw_order = vlayer->draw_order;
  625. layer->z = (2000 - layer->draw_order) * 3 + 1;
  626. layer->foreground = clinearAlloc(sizeof(struct v_char) * max_bufsize, 0x80);
  627. layer->background.data = NULL;
  628. C3D_TexInit(&(layer->background), to_texture_size(layer->w),
  629. to_texture_size(layer->h), GPU_RGBA8);
  630. C3D_TexSetFilter(&(layer->background), GPU_NEAREST, GPU_NEAREST);
  631. vlayer->platform_layer_data = layer;
  632. for(i = 0; i < max_bufsize; i++)
  633. {
  634. layer->foreground[i].x = (i % layer->w);
  635. layer->foreground[i].y = ((i / layer->w) % layer->h);
  636. layer->foreground[i].uv = 0xFFFFFFFF;
  637. }
  638. }
  639. layer->mode = vlayer->mode;
  640. if(layer->mode == 0)
  641. {
  642. l = 0;
  643. m = layer->w * layer->h;
  644. for(j = 0; j < layer->h; j++)
  645. {
  646. for(i = 0; i < layer->w; i++, src++)
  647. {
  648. k = morton_lut[(i & 7) + ((j & 7) << 3)];
  649. k += ((i & (~7)) << 3) + ((j & (~7)) * layer->background.width);
  650. ch = src->char_value;
  651. if(ch == INVISIBLE_CHAR)
  652. {
  653. ((u32*) layer->background.data)[k] = 0;
  654. layer->foreground[l++].col = 0;
  655. layer->foreground[m++].col = 0;
  656. continue;
  657. }
  658. has_content = true;
  659. if(ch >= 0x100)
  660. ch = (ch & 0xFF) + PROTECTED_CHARSET_POSITION;
  661. else
  662. ch = (ch + offset) % PROTECTED_CHARSET_POSITION;
  663. uv = ((ch & 127) << 3);
  664. uv |= (((NUM_CHARSETS * 32)-((ch >> 7) << 4)) << 16);
  665. col = src->bg_color;
  666. if(col == tcol)
  667. {
  668. col = 0;
  669. }
  670. else
  671. {
  672. if(col >= 16)
  673. col = ((col - 16) & 0xF) + protected_pal_position;
  674. col = graphics->flat_intensity_palette[col];
  675. }
  676. col2 = src->fg_color;
  677. if(col2 == tcol)
  678. {
  679. col2 = 0;
  680. has_inversions = true;
  681. }
  682. else
  683. {
  684. if(col2 >= 16)
  685. col2 = ((col2 - 16) & 0xF) + protected_pal_position;
  686. col2 = graphics->flat_intensity_palette[col2];
  687. }
  688. ((u32*) layer->background.data)[k] = col;
  689. layer->foreground[l].uv = uv;
  690. layer->foreground[l++].col = col;
  691. layer->foreground[m].uv = uv;
  692. layer->foreground[m++].col = col2;
  693. }
  694. }
  695. }
  696. else
  697. {
  698. k = 0;
  699. l = 0;
  700. m = layer->w * layer->h;
  701. n = m * 2;
  702. o = m * 3;
  703. for(j = 0; j < layer->h; j++)
  704. {
  705. for(i = 0; i < layer->w; i++, src++)
  706. {
  707. k = morton_lut[(i & 7) + ((j & 7) << 3)];
  708. k += ((i & (~7)) << 3) + ((j & (~7)) * layer->background.width);
  709. ch = src->char_value;
  710. if(ch == INVISIBLE_CHAR)
  711. {
  712. ((u32*) layer->background.data)[k] = 0;
  713. layer->foreground[l++].col = 0;
  714. layer->foreground[m++].col = 0;
  715. layer->foreground[n++].col = 0;
  716. layer->foreground[o++].col = 0;
  717. continue;
  718. }
  719. idx = ((src->bg_color << 6) | (src->fg_color << 2));
  720. has_content = true;
  721. if(ch >= 0x100)
  722. ch = (ch & 0xFF) + PROTECTED_CHARSET_POSITION;
  723. else
  724. ch = (ch + offset) % PROTECTED_CHARSET_POSITION;
  725. uv = ((ch & 127) << 3);
  726. uv |= (((NUM_CHARSETS * 32)-((ch >> 7) << 4)) << 16);
  727. idx1 = graphics->smzx_indices[idx + 0];
  728. idx2 = graphics->smzx_indices[idx + 1];
  729. idx3 = graphics->smzx_indices[idx + 2];
  730. idx4 = graphics->smzx_indices[idx + 3];
  731. col = idx1 == tcol ? 0 : graphics->flat_intensity_palette[(u8) idx1];
  732. col2 = idx2 == tcol ? 0 : graphics->flat_intensity_palette[(u8) idx2];
  733. col3 = idx3 == tcol ? 0 : graphics->flat_intensity_palette[(u8) idx3];
  734. col4 = idx4 == tcol ? 0 : graphics->flat_intensity_palette[(u8) idx4];
  735. if((col2 & col3 & col4) == 0)
  736. has_inversions = true;
  737. ((u32*) layer->background.data)[k] = col;
  738. layer->foreground[l].uv = uv;
  739. layer->foreground[l++].col = col;
  740. layer->foreground[m].uv = uv;
  741. layer->foreground[m++].col = col2;
  742. layer->foreground[n].uv = uv;
  743. layer->foreground[n++].col = col3;
  744. layer->foreground[o].uv = uv;
  745. layer->foreground[o++].col = col4;
  746. }
  747. }
  748. }
  749. if(!has_content)
  750. return;
  751. if(!has_inversions)
  752. {
  753. C3D_TexFlush(&layer->background);
  754. ctr_draw_2d_texture(render_data, &layer->background, 0,
  755. layer->background.height - layer->h, layer->w, layer->h,
  756. vlayer->x, vlayer->y, layer->w * 8, layer->h * 14,
  757. (2000 - layer->draw_order + 1) * 3.0f + 2, 0xffffffff, false);
  758. }
  759. ctr_prepare_playfield(render_data, layer->foreground, vlayer->x, vlayer->y,
  760. true, layer->mode, layer->z);
  761. GSPGPU_FlushDataCache(layer->foreground, sizeof(struct v_char) * bufsize);
  762. if(layer->mode == 0)
  763. {
  764. C3D_TexBind(0, &render_data->charset_vram[0]);
  765. if(has_inversions)
  766. {
  767. C3D_SetTexEnv(0, &(render_data->env_playfield_inv));
  768. C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, layer->w * layer->h);
  769. }
  770. C3D_SetTexEnv(0, &(render_data->env_playfield));
  771. C3D_DrawArrays(GPU_GEOMETRY_PRIM, layer->w * layer->h, layer->w * layer->h);
  772. }
  773. else
  774. {
  775. C3D_SetTexEnv(0, &(render_data->env_playfield));
  776. if(has_inversions)
  777. {
  778. C3D_TexBind(0, &render_data->charset_vram[1]);
  779. C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, layer->w * layer->h);
  780. }
  781. C3D_TexBind(0, &render_data->charset_vram[2]);
  782. C3D_DrawArrays(GPU_GEOMETRY_PRIM, layer->w * layer->h, layer->w * layer->h);
  783. C3D_TexBind(0, &render_data->charset_vram[3]);
  784. C3D_DrawArrays(GPU_GEOMETRY_PRIM, layer->w * layer->h * 2, layer->w * layer->h);
  785. C3D_TexBind(0, &render_data->charset_vram[4]);
  786. C3D_DrawArrays(GPU_GEOMETRY_PRIM, layer->w * layer->h * 3, layer->w * layer->h);
  787. }
  788. render_data->layer_num++;
  789. }
  790. static void ctr_render_cursor(struct graphics_data *graphics,
  791. Uint32 x, Uint32 y, Uint16 color, Uint8 lines, Uint8 offset)
  792. {
  793. struct ctr_render_data *render_data = graphics->render_data;
  794. Uint32 flatcolor = graphics->flat_intensity_palette[color];
  795. if(ctr_should_render(render_data))
  796. {
  797. ctr_draw_2d_texture(render_data, NULL, 0, 0, 0, 0,
  798. x * 8, y * 14 + offset, 8, lines, 12050, flatcolor, false);
  799. }
  800. }
  801. static void ctr_render_mouse(struct graphics_data *graphics,
  802. Uint32 x, Uint32 y, Uint8 w, Uint8 h)
  803. {
  804. struct ctr_render_data *render_data = graphics->render_data;
  805. Uint32 col = 0xFFFFFFFF;
  806. if(ctr_should_render(render_data))
  807. {
  808. C3D_AlphaBlend(GPU_BLEND_SUBTRACT, GPU_BLEND_ADD,
  809. GPU_SRC_COLOR, GPU_DST_COLOR, GPU_SRC_ALPHA, GPU_DST_ALPHA);
  810. ctr_draw_2d_texture(render_data, NULL, 0, 0, 1, 1, x, y, w, h, 1, col,
  811. false);
  812. C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA,
  813. GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
  814. }
  815. }
  816. static inline void ctr_draw_playfield(struct ctr_render_data *render_data,
  817. boolean top_screen)
  818. {
  819. int x, y;
  820. int width, height;
  821. float slider;
  822. ctr_set_2d_projection_screen(render_data, top_screen);
  823. if(top_screen)
  824. {
  825. if(ctr_keyboard_force_zoom_out())
  826. {
  827. slider = 1.0f;
  828. }
  829. else
  830. {
  831. slider = (osGet3DSliderState() * 1.3f) - 0.15f;
  832. if(slider < 0.0f) slider = 0.0f;
  833. if(slider > 1.0f) slider = 1.0f;
  834. }
  835. width = 400 + (240 * slider);
  836. height = 240 + (144 * slider);
  837. x = render_data->focus_x - (width / 2);
  838. y = render_data->focus_y - (height / 2);
  839. if(x < 0)
  840. x = 0;
  841. if((x + width) > 640)
  842. x = 640 - width;
  843. if(height > 350)
  844. {
  845. ctr_draw_2d_texture(render_data, &render_data->playfield_tex,
  846. x, 512 - 350, width, 350, 0, (240 - (240 * 350 / height)) / 2,
  847. 400, 240 * 350 / height, 2.0f, 0xffffffff, true);
  848. }
  849. else
  850. {
  851. if(y < 0)
  852. y = 0;
  853. if((y + height) > 350)
  854. y = 350 - height;
  855. ctr_draw_2d_texture(render_data, &render_data->playfield_tex,
  856. x, 512 - y - height, width, height, 0, 0, 400, 240,
  857. 2.0f, 0xffffffff, true);
  858. }
  859. }
  860. else
  861. {
  862. if(get_bottom_screen_mode() == BOTTOM_SCREEN_MODE_KEYBOARD)
  863. ctr_draw_2d_texture(render_data, &render_data->playfield_tex,
  864. 0, 512 - 350, 640, 350, 80, 12.75, 160, 87.5, 2.0f, 0xffffffff, true);
  865. else
  866. ctr_draw_2d_texture(render_data, &render_data->playfield_tex,
  867. 0, 512 - 350, 640, 350, 0, 32, 320, 175, 2.0f, 0xffffffff, true);
  868. }
  869. }
  870. static void ctr_sync_screen(struct graphics_data *graphics)
  871. {
  872. struct ctr_render_data *render_data;
  873. render_data = graphics->render_data;
  874. if(!ctr_should_render(render_data))
  875. {
  876. render_data->checked_frame = false;
  877. return;
  878. }
  879. #ifndef RDR_DEBUG
  880. C3D_RenderTargetClear(render_data->target_top, C3D_CLEAR_ALL, 0x000000, 0);
  881. C3D_FrameDrawOn(render_data->target_top);
  882. ctr_draw_playfield(render_data, true);
  883. #endif
  884. C3D_RenderTargetClear(render_data->target_bottom, C3D_CLEAR_ALL, 0x000000, 0);
  885. C3D_FrameDrawOn(render_data->target_bottom);
  886. if(get_bottom_screen_mode() == BOTTOM_SCREEN_MODE_KEYBOARD)
  887. {
  888. ctr_set_2d_projection_screen(render_data, false);
  889. ctr_keyboard_draw(render_data);
  890. }
  891. ctr_draw_playfield(render_data, false);
  892. render_data->cursor_on = 0;
  893. render_data->mouse_on = 0;
  894. C3D_FrameEnd(0);
  895. render_data->rendering_frame = false;
  896. render_data->checked_frame = false;
  897. }
  898. static void ctr_focus_pixel(struct graphics_data *graphics, Uint32 x, Uint32 y)
  899. {
  900. struct ctr_render_data *render_data;
  901. render_data = graphics->render_data;
  902. switch(get_allow_focus_changes())
  903. {
  904. case FOCUS_FORBID:
  905. return;
  906. case FOCUS_ALLOW:
  907. if (render_data->last_focus_x != x || render_data->last_focus_y != y)
  908. {
  909. render_data->last_focus_x = x;
  910. render_data->last_focus_y = y;
  911. render_data->focus_x = x;
  912. render_data->focus_y = y;
  913. }
  914. break;
  915. case FOCUS_PASS:
  916. render_data->focus_x = x;
  917. render_data->focus_y = y;
  918. break;
  919. }
  920. }
  921. void render_ctr_register(struct renderer *renderer)
  922. {
  923. memset(renderer, 0, sizeof(struct renderer));
  924. renderer->init_video = ctr_init_video;
  925. renderer->free_video = ctr_free_video;
  926. renderer->check_video_mode = ctr_check_video_mode;
  927. renderer->set_video_mode = ctr_set_video_mode;
  928. renderer->update_colors = ctr_update_colors;
  929. renderer->resize_screen = resize_screen_standard;
  930. renderer->remap_char_range = ctr_remap_char_range;
  931. renderer->remap_char = ctr_remap_char;
  932. renderer->remap_charbyte = ctr_remap_charbyte;
  933. renderer->get_screen_coords = get_screen_coords_centered;
  934. renderer->set_screen_coords = set_screen_coords_centered;
  935. renderer->render_layer = ctr_render_layer;
  936. renderer->render_cursor = ctr_render_cursor;
  937. renderer->render_mouse = ctr_render_mouse;
  938. renderer->sync_screen = ctr_sync_screen;
  939. renderer->focus_pixel = ctr_focus_pixel;
  940. }