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- /* MegaZeux
- *
- * Copyright (C) 2004-2006 Gilead Kutnick <exophase@adelphia.net>
- * Copyright (C) 2007 Alistair John Strachan <alistair@devzero.co.uk>
- * Copyright (C) 2007 Alan Williams <mralert@gmail.com>
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License as
- * published by the Free Software Foundation; either version 2 of
- * the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- */
- #include "../../src/graphics.h"
- #include "../../src/pngops.h"
- #include "../../src/render.h"
- #include "../../src/renderers.h"
- #include "../../src/util.h"
- #include "event.h"
- #include "keyboard.h"
- #include "platform.h"
- #include "render.h"
- #include "shader_2d_shbin.h"
- #include "shader_playfield_shbin.h"
- //#define RDR_DEBUG
- struct ctr_shader_data
- {
- DVLB_s *dvlb;
- shaderProgram_s program;
- int proj_loc, offs_loc, geo_count;
- C3D_AttrInfo attr;
- };
- struct ctr_layer
- {
- Uint32 w, h, mode;
- float z;
- int draw_order;
- struct v_char *foreground;
- C3D_Tex background;
- };
- struct v_char
- {
- s16 x, y;
- u32 uv;
- u32 col;
- };
- struct vertex
- {
- float x, y, w, h;
- float z;
- float tx, ty, tw, th;
- u32 color;
- };
- struct linear_ptr_list_entry
- {
- void *ptr;
- struct linear_ptr_list_entry *next;
- };
- #define CTR_TEXTURE_WIDTH 1024
- #define CTR_TEXTURE_CHARS_ROW (CTR_TEXTURE_WIDTH / 8)
- #define CTR_TEXTURE_HEIGHT ((NUM_CHARSETS * 256 / CTR_TEXTURE_CHARS_ROW) * 16)
- struct ctr_render_data
- {
- C3D_Tex charset[5], charset_vram[5];
- u8 charset_dirty_set;
- u8 charset_dirty[NUM_CHARSETS * 2];
- boolean rendering_frame, checked_frame;
- struct ctr_shader_data shader_2d, shader_playfield;
- C3D_Mtx projection;
- C3D_Tex playfield_tex;
- C3D_TexEnv env_normal, env_no_texture, env_playfield, env_playfield_inv;
- C3D_RenderTarget *playfield, *target_top, *target_bottom;
- u8 cursor_on, mouse_on;
- u32 last_focus_x, last_focus_y;
- u32 focus_x, focus_y;
- u32 layer_num;
- };
- static u8 morton_lut[64] =
- {
- 0x00, 0x01, 0x04, 0x05, 0x10, 0x11, 0x14, 0x15,
- 0x02, 0x03, 0x06, 0x07, 0x12, 0x13, 0x16, 0x17,
- 0x08, 0x09, 0x0c, 0x0d, 0x18, 0x19, 0x1c, 0x1d,
- 0x0a, 0x0b, 0x0e, 0x0f, 0x1a, 0x1b, 0x1e, 0x1f,
- 0x20, 0x21, 0x24, 0x25, 0x30, 0x31, 0x34, 0x35,
- 0x22, 0x23, 0x26, 0x27, 0x32, 0x33, 0x36, 0x37,
- 0x28, 0x29, 0x2c, 0x2d, 0x38, 0x39, 0x3c, 0x3d,
- 0x2a, 0x2b, 0x2e, 0x2f, 0x3a, 0x3b, 0x3e, 0x3f
- };
- static u8 morton_lut4[32] =
- {
- 0x00, 0x02, 0x08, 0x0a, 0x01, 0x03, 0x09, 0x0b,
- 0x04, 0x06, 0x0c, 0x0e, 0x05, 0x07, 0x0d, 0x0f,
- 0x10, 0x12, 0x18, 0x1a, 0x11, 0x13, 0x19, 0x1b,
- 0x14, 0x16, 0x1c, 0x1e, 0x15, 0x17, 0x1d, 0x1f
- };
- // 2 char bits -> 8 texture bits
- static u8 bitmask_mzx[4] = { 0x00, 0xf0, 0x0f, 0xff };
- // 4 char bits -> 8 texture bits
- // bitmask_smzx[layer, 0-3][bits]
- static u8 bitmask_smzx[4][16] =
- {
- { 0xff, 0x0f, 0x0f, 0x0f, 0xf0, 0x00, 0x00, 0x00,
- 0xf0, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00 },
- { 0x00, 0xf0, 0x00, 0x00, 0x0f, 0xff, 0x0f, 0x0f,
- 0x00, 0xf0, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00 },
- { 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0xf0, 0x00,
- 0x0f, 0x0f, 0xff, 0x0f, 0x00, 0x00, 0xf0, 0x00 },
- { 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0xf0,
- 0x00, 0x00, 0x00, 0xf0, 0x0f, 0x0f, 0x0f, 0xff }
- };
- // texture PNG dimensions must be powers of two
- static boolean tex_w_h_constraint(png_uint_32 w, png_uint_32 h)
- {
- return w > 0 && h > 0 && ((w & (w - 1)) == 0) && ((h & (h - 1)) == 0);
- }
- static inline int to_texture_size(int v)
- {
- int i;
- for(i = 8; i <= 65536; i *= 2)
- if(i >= v)
- return i;
- return v;
- }
- static void *tex_alloc_png_surface(png_uint_32 w, png_uint_32 h,
- png_uint_32 *stride, void **pixels)
- {
- C3D_Tex *tex;
- tex = ccalloc(1, sizeof(C3D_Tex));
- *stride = w << 2;
- if(!C3D_TexInit(tex, w, h, GPU_RGBA8))
- {
- free(tex);
- return NULL;
- }
- *pixels = tex->data;
- return tex;
- }
- static inline void ctr_set_2d_projection(struct ctr_render_data *render_data,
- int width, int height, boolean tilt)
- {
- if(tilt)
- Mtx_OrthoTilt(&render_data->projection, 0, width, height, 0, -1.0, 12100.0,
- true);
- else
- Mtx_Ortho(&render_data->projection, 0, width, 0, height, -1.0, 12100.0,
- true);
- }
- static inline void ctr_set_2d_projection_screen(
- struct ctr_render_data *render_data, boolean top_screen)
- {
- ctr_set_2d_projection(render_data, top_screen ? 400 : 320, 240, true);
- }
- static void ctr_bind_shader(struct ctr_shader_data *shader)
- {
- C3D_BindProgram(&shader->program);
- C3D_SetAttrInfo(&shader->attr);
- }
- static inline void ctr_prepare_2d(struct ctr_render_data *render_data,
- struct vertex *array)
- {
- C3D_BufInfo *bufInfo;
- bufInfo = C3D_GetBufInfo();
- BufInfo_Init(bufInfo);
- BufInfo_Add(bufInfo, array, sizeof(struct vertex), 4, 0x3210);
- ctr_bind_shader(&render_data->shader_2d);
- C3D_FVUnifMtx4x4(GPU_GEOMETRY_SHADER, render_data->shader_2d.proj_loc,
- &render_data->projection);
- }
- static inline void ctr_prepare_playfield(struct ctr_render_data *render_data,
- struct v_char *array, float xo, float yo, boolean geo, int mode, float z)
- {
- C3D_BufInfo *bufInfo;
- bufInfo = C3D_GetBufInfo();
- BufInfo_Init(bufInfo);
- BufInfo_Add(bufInfo, array, sizeof(struct v_char), 3, 0x210);
- ctr_bind_shader(&render_data->shader_playfield);
- C3D_FVUnifMtx4x4(GPU_GEOMETRY_SHADER, render_data->shader_playfield.proj_loc,
- &render_data->projection);
- C3D_FVUnifSet(GPU_GEOMETRY_SHADER, render_data->shader_playfield.offs_loc,
- (float) xo, (float) yo, z, 0.0f);
- }
- C3D_Tex *ctr_load_png(const char *name)
- {
- C3D_Tex *output;
- u16 width, height;
- u32 *data, *dataBuf;
- int i;
- output = png_read_file(name, NULL, NULL, tex_w_h_constraint,
- tex_alloc_png_surface);
- if(output != NULL)
- {
- C3D_TexSetWrap(output, GPU_CLAMP_TO_BORDER, GPU_CLAMP_TO_BORDER);
- data = (u32 *)output->data;
- dataBuf = (u32 *)clinearAlloc(output->size, 0x10);
- for(i = 0; i < output->size >> 2; i++)
- dataBuf[i] = __builtin_bswap32(data[i]);
- width = output->width;
- height = output->height;
- C3D_TexDelete(output);
- C3D_TexInitVRAM(output, width, height, GPU_RGBA8);
- data = (u32*) output->data;
- GSPGPU_FlushDataCache(dataBuf, output->size);
- C3D_SyncDisplayTransfer(
- dataBuf,
- GX_BUFFER_DIM(output->width, output->height),
- data,
- GX_BUFFER_DIM(output->width, output->height),
- (GX_TRANSFER_FLIP_VERT(0) |
- GX_TRANSFER_OUT_TILED(1) |
- GX_TRANSFER_RAW_COPY(0) |
- GX_TRANSFER_IN_FORMAT(GPU_RGBA8) |
- GX_TRANSFER_OUT_FORMAT(GPU_RGBA8) |
- GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
- );
- linearFree(dataBuf);
- }
- return output;
- }
- static int vertex_heap_pos = 0, vertex_heap_len = 0;
- static struct vertex *vertex_heap;
- void ctr_draw_2d_texture(struct ctr_render_data *render_data, C3D_Tex *texture,
- int tx, int ty, int tw, int th,
- float x, float y, float w, float h, float z, u32 color, boolean flipy)
- {
- struct vertex *vertices;
- if(flipy && texture != NULL)
- {
- ty = texture->height - ty;
- th = -th;
- }
- if(vertex_heap_len == 0)
- {
- vertex_heap_len = 64;
- vertex_heap = clinearAlloc(sizeof(struct vertex) * vertex_heap_len, 0x80);
- }
- else
- if(vertex_heap_pos + 1 > vertex_heap_len)
- {
- struct vertex *vertex_heap_new =
- clinearAlloc(sizeof(struct vertex) * vertex_heap_len * 2, 0x80);
- memcpy(vertex_heap_new, vertex_heap,
- sizeof(struct vertex) * vertex_heap_len);
- vertex_heap_len *= 2;
- linearFree(vertex_heap);
- vertex_heap = vertex_heap_new;
- }
- vertices = &vertex_heap[vertex_heap_pos];
- vertex_heap_pos++;
- vertices[0].x = x;
- vertices[0].y = y;
- vertices[0].w = w;
- vertices[0].h = h;
- vertices[0].z = z;
- vertices[0].color = color;
- ctr_prepare_2d(render_data, vertex_heap);
- if(texture != NULL)
- {
- vertices[0].tx = tx / ((float) texture->width);
- vertices[0].ty = ty / ((float) texture->height);
- vertices[0].tw = tw / ((float) texture->width);
- vertices[0].th = th / ((float) texture->height);
- C3D_SetTexEnv(0, &(render_data->env_normal));
- C3D_TexBind(0, texture);
- }
- else
- {
- vertices[0].tx = tx;
- vertices[0].ty = ty;
- vertices[0].tw = tw;
- vertices[0].th = th;
- C3D_SetTexEnv(0, &(render_data->env_no_texture));
- }
- C3D_DrawArrays(GPU_GEOMETRY_PRIM, vertex_heap_pos - 1, 1);
- }
- static void ctr_init_shader(struct ctr_shader_data *shader, const void *data,
- int size, int geo_count)
- {
- shader->dvlb = DVLB_ParseFile((u32 *)data, size);
- shader->geo_count = geo_count;
- shaderProgramInit(&shader->program);
- shaderProgramSetVsh(&shader->program, &shader->dvlb->DVLE[0]);
- shaderProgramSetGsh(&shader->program, &shader->dvlb->DVLE[1], geo_count);
- shader->proj_loc =
- shaderInstanceGetUniformLocation(shader->program.geometryShader, "projection");
- shader->offs_loc =
- shaderInstanceGetUniformLocation(shader->program.geometryShader, "offset");
- AttrInfo_Init(&shader->attr);
- }
- static boolean ctr_init_video(struct graphics_data *graphics,
- struct config_info *conf)
- {
- static struct ctr_render_data render_data;
- #ifdef RDR_DEBUG
- consoleInit(GFX_TOP, NULL);
- #endif
- memset(&render_data, 0, sizeof(struct ctr_render_data));
- graphics->render_data = &render_data;
- C3D_Init(0x40000);
- C3D_CullFace(GPU_CULL_NONE);
- gfxSet3D(false);
- render_data.rendering_frame = false;
- render_data.checked_frame = false;
- // 1024x512 is the smallest power of two texture which can fit a 640x350 playfield
- if (conf->force_bpp == 32)
- C3D_TexInitVRAM(&render_data.playfield_tex, 1024, 512, GPU_RGBA8);
- else
- C3D_TexInitVRAM(&render_data.playfield_tex, 1024, 512, GPU_RGB565);
- C3D_TexSetFilter(&render_data.playfield_tex, GPU_LINEAR, GPU_LINEAR);
- render_data.playfield =
- C3D_RenderTargetCreateFromTex(&render_data.playfield_tex, GPU_TEXFACE_2D, 0,
- GPU_RB_DEPTH16);
- render_data.target_top =
- C3D_RenderTargetCreate(240, 400, GPU_RB_RGB8, GPU_RB_DEPTH16);
- render_data.target_bottom =
- C3D_RenderTargetCreate(240, 320, GPU_RB_RGB8, GPU_RB_DEPTH16);
- C3D_RenderTargetClear(render_data.playfield, C3D_CLEAR_ALL, 0x000000, 0);
- C3D_RenderTargetClear(render_data.target_top, C3D_CLEAR_ALL, 0x000000, 0);
- C3D_RenderTargetClear(render_data.target_bottom, C3D_CLEAR_ALL, 0x000000, 0);
- C3D_RenderTargetSetOutput(render_data.target_top, GFX_TOP, GFX_LEFT,
- GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) |
- GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
- C3D_RenderTargetSetOutput(render_data.target_bottom, GFX_BOTTOM, GFX_LEFT,
- GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGB8) |
- GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8));
- ctr_init_shader(&render_data.shader_2d,
- shader_2d_shbin, shader_2d_shbin_size, 4);
- ctr_init_shader(&render_data.shader_playfield,
- shader_playfield_shbin, shader_playfield_shbin_size, 3);
- // v0 = x,y,w,h
- // v1 = z
- // v2 = tx,ty,tw,th
- // v3 = color
- AttrInfo_AddLoader(&render_data.shader_2d.attr, 0, GPU_FLOAT, 4);
- AttrInfo_AddLoader(&render_data.shader_2d.attr, 1, GPU_FLOAT, 1);
- AttrInfo_AddLoader(&render_data.shader_2d.attr, 2, GPU_FLOAT, 4);
- AttrInfo_AddLoader(&render_data.shader_2d.attr, 3, GPU_UNSIGNED_BYTE, 4);
- // v0 = position
- // v1 = texcoord
- // v2 = color
- AttrInfo_AddLoader(&render_data.shader_playfield.attr, 0, GPU_SHORT, 2);
- AttrInfo_AddLoader(&render_data.shader_playfield.attr, 1, GPU_SHORT, 2);
- AttrInfo_AddLoader(&render_data.shader_playfield.attr, 2, GPU_UNSIGNED_BYTE, 4);
- for(int i = 0; i < 5; i++)
- {
- int tex_width = CTR_TEXTURE_WIDTH;
- if(i > 0)
- tex_width /= 2;
- C3D_TexInit(&render_data.charset[i], tex_width,
- CTR_TEXTURE_HEIGHT, GPU_A4);
- C3D_TexSetFilter(&render_data.charset[i], GPU_NEAREST, GPU_NEAREST);
- C3D_TexSetWrap(&render_data.charset[i], GPU_REPEAT, GPU_REPEAT);
- C3D_TexInitVRAM(&render_data.charset_vram[i], tex_width,
- CTR_TEXTURE_HEIGHT, GPU_A4);
- C3D_TexSetFilter(&render_data.charset_vram[i], GPU_NEAREST, GPU_NEAREST);
- C3D_TexSetWrap(&render_data.charset_vram[i], GPU_REPEAT, GPU_REPEAT);
- }
- C3D_TexEnvInit(&(render_data.env_normal));
- C3D_TexEnvSrc(&(render_data.env_normal), C3D_Both, GPU_TEXTURE0, 0, 0);
- C3D_TexEnvOpRgb(&(render_data.env_normal), 0, 0, 0);
- C3D_TexEnvOpAlpha(&(render_data.env_normal), 0, 0, 0);
- C3D_TexEnvFunc(&(render_data.env_normal), C3D_Both, GPU_MODULATE);
- C3D_TexEnvInit(&(render_data.env_no_texture));
- C3D_TexEnvSrc(&(render_data.env_no_texture), C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
- C3D_TexEnvOpRgb(&(render_data.env_no_texture), 0, 0, 0);
- C3D_TexEnvOpAlpha(&(render_data.env_no_texture), 0, 0, 0);
- C3D_TexEnvFunc(&(render_data.env_no_texture), C3D_Both, GPU_REPLACE);
- C3D_TexEnvInit(&(render_data.env_playfield));
- C3D_TexEnvSrc(&(render_data.env_playfield), C3D_RGB, 0, 0, 0);
- C3D_TexEnvSrc(&(render_data.env_playfield), C3D_Alpha, 0, GPU_TEXTURE0, 0);
- C3D_TexEnvOpRgb(&(render_data.env_playfield), 0, 2, 0);
- C3D_TexEnvOpAlpha(&(render_data.env_playfield), 0, 0, 0);
- C3D_TexEnvFunc(&(render_data.env_playfield), C3D_Both, GPU_MODULATE);
- C3D_TexEnvInit(&(render_data.env_playfield_inv));
- C3D_TexEnvSrc(&(render_data.env_playfield_inv), C3D_RGB, 0, 0, 0);
- C3D_TexEnvSrc(&(render_data.env_playfield_inv), C3D_Alpha, 0, GPU_TEXTURE0, 0);
- C3D_TexEnvOpRgb(&(render_data.env_playfield_inv), 0, 2, 0);
- C3D_TexEnvOpAlpha(&(render_data.env_playfield_inv), 1, 0, 0);
- C3D_TexEnvFunc(&(render_data.env_playfield_inv), C3D_Both, GPU_MODULATE);
- C3D_AlphaTest(false, GPU_GREATER, 0x80);
- C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
- graphics->allow_resize = 0;
- graphics->bits_per_pixel = 32;
- graphics->resolution_width = 640;
- graphics->resolution_height = 350;
- graphics->window_width = 640;
- graphics->window_height = 350;
- ctr_keyboard_init(&render_data);
- return set_video_mode();
- }
- static void ctr_free_video(struct graphics_data *graphics)
- {
- // TODO: more freeing!
- struct ctr_render_data *render_data = graphics->render_data;
- int i;
- for(i = 0; i < 5; i++)
- {
- C3D_TexDelete(&render_data->charset[i]);
- C3D_TexDelete(&render_data->charset_vram[i]);
- }
- C3D_RenderTargetDelete(render_data->playfield);
- C3D_RenderTargetDelete(render_data->target_top);
- C3D_RenderTargetDelete(render_data->target_bottom);
- }
- static boolean ctr_check_video_mode(struct graphics_data *graphics, int width,
- int height, int depth, boolean fullscreen, boolean resize)
- {
- return true;
- }
- static boolean ctr_set_video_mode(struct graphics_data *graphics, int width,
- int height, int depth, boolean fullscreen, boolean resize)
- {
- return true;
- }
- static void ctr_update_colors(struct graphics_data *graphics,
- struct rgb_color *palette, Uint32 count)
- {
- Uint32 i;
- for(i = 0; i < count; i++)
- {
- graphics->flat_intensity_palette[i] =
- (palette[i].r << 24) | (palette[i].g << 16) |
- (palette[i].b << 8) | 0x000000FF;
- }
- }
- static inline u32 ctr_get_char_texture_row(u32 chr)
- {
- return chr / CTR_TEXTURE_CHARS_ROW;
- }
- /**
- * This method takes a single character line "c" for character "chr" and
- * Y position "y" and writes it to all textures (both MZX and SMZX).
- */
- static inline void ctr_char_line_to_texture(
- struct ctr_render_data *render_data, u8 c, u32 chr, int y)
- {
- u8 *p, *p2, *p3, *p4;
- u8 t, t2;
- u32 offset = ((chr%CTR_TEXTURE_CHARS_ROW) * (8 * 8 / 2));
- u32 offset_smzx = (((chr & (~1)) % CTR_TEXTURE_CHARS_ROW) * (4 * 8 / 2));
- offset += (chr/CTR_TEXTURE_CHARS_ROW) * (CTR_TEXTURE_WIDTH * 16 / 2);
- offset_smzx += (chr/CTR_TEXTURE_CHARS_ROW) * (CTR_TEXTURE_WIDTH/2 * 16 / 2);
- // add the Y position to the offsets, taking into account the 8x8 tex. tiles
- offset += ((y / 8) * (CTR_TEXTURE_WIDTH * 8 / 2));
- offset += morton_lut4[(y & 7) * 4];
- offset_smzx += ((y / 8) * (CTR_TEXTURE_WIDTH / 2 * 8 / 2));
- offset_smzx += morton_lut4[(y & 7) * 4];
- if(chr & 1)
- offset_smzx += 8;
- p = ((u8*) render_data->charset[0].data) + offset;
- p[0] = bitmask_mzx[(c >> 6) & 0x03];
- p[2] = bitmask_mzx[(c >> 4) & 0x03];
- p[8] = bitmask_mzx[(c >> 2) & 0x03];
- p[10] = bitmask_mzx[(c >> 0) & 0x03];
- p = ((u8*) render_data->charset[1].data) + offset_smzx;
- p2 = ((u8*) render_data->charset[2].data) + offset_smzx;
- p3 = ((u8*) render_data->charset[3].data) + offset_smzx;
- p4 = ((u8*) render_data->charset[4].data) + offset_smzx;
- t = (c >> 4);
- t2 = (c & 15);
- p[0] = bitmask_smzx[0][t];
- p[2] = bitmask_smzx[0][t2];
- p2[0] = bitmask_smzx[1][t];
- p2[2] = bitmask_smzx[1][t2];
- p3[0] = bitmask_smzx[2][t];
- p3[2] = bitmask_smzx[2][t2];
- p4[0] = bitmask_smzx[3][t];
- p4[2] = bitmask_smzx[3][t2];
- }
- static void ctr_remap_char_range(struct graphics_data *graphics, Uint16 first,
- Uint16 count)
- {
- struct ctr_render_data *render_data = graphics->render_data;
- u16 end = first + count;
- u8 *charset_pos;
- u32 i, j;
- if(end > FULL_CHARSET_SIZE)
- end = FULL_CHARSET_SIZE;
- charset_pos = graphics->charset;
- charset_pos += first * CHAR_SIZE;
- for(i = first; i < end; i++)
- {
- for(j = 0; j < 14; j++, charset_pos++)
- ctr_char_line_to_texture(render_data, *charset_pos, i, j);
- }
- first = ctr_get_char_texture_row(first);
- end = ctr_get_char_texture_row(end - 1);
- for(i = first; i <= end; i++)
- render_data->charset_dirty[i] = 1;
- render_data->charset_dirty_set = 1;
- }
- static void ctr_remap_char(struct graphics_data *graphics, Uint16 chr)
- {
- struct ctr_render_data *render_data = graphics->render_data;
- u16 tex_row = ctr_get_char_texture_row(chr);
- u8 *charset_pos;
- u32 i;
- charset_pos = graphics->charset;
- charset_pos += chr * CHAR_SIZE;
- for(i = 0; i < 14; i++, charset_pos++)
- ctr_char_line_to_texture(render_data, *charset_pos, chr, i);
- render_data->charset_dirty[tex_row] = 1;
- render_data->charset_dirty_set = 1;
- }
- static void ctr_remap_charbyte(struct graphics_data *graphics, Uint16 chr,
- Uint8 byte)
- {
- struct ctr_render_data *render_data = graphics->render_data;
- u16 tex_row = ctr_get_char_texture_row(chr);
- u8 *charset_pos;
- charset_pos = graphics->charset;
- charset_pos += chr * CHAR_SIZE + byte;
- ctr_char_line_to_texture(render_data, *charset_pos, chr, byte);
- render_data->charset_dirty[tex_row] = 1;
- render_data->charset_dirty_set = 1;
- }
- static inline void ctr_refresh_charsets(struct ctr_render_data *render_data,
- int from, int to)
- {
- u8 *charset_dirty;
- int coffs = 0;
- int csize = 0;
- int cincr = (CTR_TEXTURE_WIDTH * 16) / 2;
- int last_dirty = 0;
- int i;
- if(!render_data->charset_dirty_set)
- return;
- render_data->charset_dirty_set = 0;
- charset_dirty = render_data->charset_dirty;
- for(i = 0; i < NUM_CHARSETS * 2; i++)
- {
- if(charset_dirty[i])
- {
- coffs = cincr * i;
- break;
- }
- }
- for(; i < NUM_CHARSETS * 2; i++)
- {
- if(charset_dirty[i])
- {
- charset_dirty[i] = 0;
- last_dirty = i;
- }
- }
- csize = (last_dirty + 1) * cincr - coffs;
- if(csize <= 0)
- return;
- for(i = from; i < to; i++)
- {
- if(i != 0)
- {
- GSPGPU_FlushDataCache((u8*)(render_data->charset[i].data) + coffs/2, csize/2);
- C3D_SyncTextureCopy((u32*)((u8*)(render_data->charset[i].data) + coffs/2), 0,
- (u32*)((u8*)(render_data->charset_vram[i].data) + coffs/2), 0, csize/2, 8);
- }
- else
- {
- GSPGPU_FlushDataCache((u8*)(render_data->charset[0].data) + coffs, csize);
- C3D_SyncTextureCopy((u32*)((u8*)(render_data->charset[0].data) + coffs), 0,
- (u32*)((u8*)(render_data->charset_vram[0].data) + coffs), 0, csize, 8);
- }
- }
- return;
- }
- static boolean ctr_should_render(struct ctr_render_data *render_data)
- {
- if(!render_data->rendering_frame)
- {
- if(render_data->checked_frame || !C3D_FrameBegin(C3D_FRAME_NONBLOCK))
- {
- render_data->checked_frame = true;
- return false;
- }
- ctr_refresh_charsets(render_data, 0, 5);
- render_data->rendering_frame = true;
- render_data->layer_num = 0;
- vertex_heap_pos = 0;
- C3D_FrameDrawOn(render_data->playfield);
- ctr_set_2d_projection(render_data, 1024, 512, false);
- }
- return true;
- }
- static void ctr_render_layer(struct graphics_data *graphics,
- struct video_layer *vlayer)
- {
- struct ctr_layer *layer = (struct ctr_layer *)vlayer->platform_layer_data;
- struct ctr_render_data *render_data = graphics->render_data;
- struct char_element *src = vlayer->data;
- int tcol = vlayer->transparent_col;
- int offset = vlayer->offset;
- u32 bufsize = vlayer->w * vlayer->h * (vlayer->mode > 0 ? 4 : 2);
- u32 max_bufsize = vlayer->w * vlayer->h * 4;
- int k, l, m, n, o, col, col2, col3, col4, idx;
- int idx1, idx2, idx3, idx4;
- u32 uv;
- u32 i, j, ch;
- u32 protected_pal_position = graphics->protected_pal_position;
- boolean has_content = false, has_inversions = false;
- if(!ctr_should_render(render_data))
- return;
- if(layer != NULL && (layer->draw_order != vlayer->draw_order))
- {
- layer->draw_order = vlayer->draw_order;
- layer->z = (2000 - layer->draw_order) * 3 + 1;
- }
- if(layer != NULL && (layer->w != vlayer->w || layer->h != vlayer->h))
- {
- linearFree(layer->foreground);
- C3D_TexDelete(&(layer->background));
- free(layer);
- layer = NULL;
- }
- if(layer == NULL)
- {
- layer = cmalloc(sizeof(struct ctr_layer));
- layer->w = vlayer->w; layer->h = vlayer->h;
- layer->draw_order = vlayer->draw_order;
- layer->z = (2000 - layer->draw_order) * 3 + 1;
- layer->foreground = clinearAlloc(sizeof(struct v_char) * max_bufsize, 0x80);
- layer->background.data = NULL;
- C3D_TexInit(&(layer->background), to_texture_size(layer->w),
- to_texture_size(layer->h), GPU_RGBA8);
- C3D_TexSetFilter(&(layer->background), GPU_NEAREST, GPU_NEAREST);
- vlayer->platform_layer_data = layer;
- for(i = 0; i < max_bufsize; i++)
- {
- layer->foreground[i].x = (i % layer->w);
- layer->foreground[i].y = ((i / layer->w) % layer->h);
- layer->foreground[i].uv = 0xFFFFFFFF;
- }
- }
- layer->mode = vlayer->mode;
- if(layer->mode == 0)
- {
- l = 0;
- m = layer->w * layer->h;
- for(j = 0; j < layer->h; j++)
- {
- for(i = 0; i < layer->w; i++, src++)
- {
- k = morton_lut[(i & 7) + ((j & 7) << 3)];
- k += ((i & (~7)) << 3) + ((j & (~7)) * layer->background.width);
- ch = src->char_value;
- if(ch == INVISIBLE_CHAR)
- {
- ((u32*) layer->background.data)[k] = 0;
- layer->foreground[l++].col = 0;
- layer->foreground[m++].col = 0;
- continue;
- }
- has_content = true;
- if(ch >= 0x100)
- ch = (ch & 0xFF) + PROTECTED_CHARSET_POSITION;
- else
- ch = (ch + offset) % PROTECTED_CHARSET_POSITION;
- uv = ((ch & 127) << 3);
- uv |= (((NUM_CHARSETS * 32)-((ch >> 7) << 4)) << 16);
- col = src->bg_color;
- if(col == tcol)
- {
- col = 0;
- }
- else
- {
- if(col >= 16)
- col = ((col - 16) & 0xF) + protected_pal_position;
- col = graphics->flat_intensity_palette[col];
- }
- col2 = src->fg_color;
- if(col2 == tcol)
- {
- col2 = 0;
- has_inversions = true;
- }
- else
- {
- if(col2 >= 16)
- col2 = ((col2 - 16) & 0xF) + protected_pal_position;
- col2 = graphics->flat_intensity_palette[col2];
- }
- ((u32*) layer->background.data)[k] = col;
- layer->foreground[l].uv = uv;
- layer->foreground[l++].col = col;
- layer->foreground[m].uv = uv;
- layer->foreground[m++].col = col2;
- }
- }
- }
- else
- {
- k = 0;
- l = 0;
- m = layer->w * layer->h;
- n = m * 2;
- o = m * 3;
- for(j = 0; j < layer->h; j++)
- {
- for(i = 0; i < layer->w; i++, src++)
- {
- k = morton_lut[(i & 7) + ((j & 7) << 3)];
- k += ((i & (~7)) << 3) + ((j & (~7)) * layer->background.width);
- ch = src->char_value;
- if(ch == INVISIBLE_CHAR)
- {
- ((u32*) layer->background.data)[k] = 0;
- layer->foreground[l++].col = 0;
- layer->foreground[m++].col = 0;
- layer->foreground[n++].col = 0;
- layer->foreground[o++].col = 0;
- continue;
- }
- idx = ((src->bg_color << 6) | (src->fg_color << 2));
- has_content = true;
- if(ch >= 0x100)
- ch = (ch & 0xFF) + PROTECTED_CHARSET_POSITION;
- else
- ch = (ch + offset) % PROTECTED_CHARSET_POSITION;
- uv = ((ch & 127) << 3);
- uv |= (((NUM_CHARSETS * 32)-((ch >> 7) << 4)) << 16);
- idx1 = graphics->smzx_indices[idx + 0];
- idx2 = graphics->smzx_indices[idx + 1];
- idx3 = graphics->smzx_indices[idx + 2];
- idx4 = graphics->smzx_indices[idx + 3];
- col = idx1 == tcol ? 0 : graphics->flat_intensity_palette[(u8) idx1];
- col2 = idx2 == tcol ? 0 : graphics->flat_intensity_palette[(u8) idx2];
- col3 = idx3 == tcol ? 0 : graphics->flat_intensity_palette[(u8) idx3];
- col4 = idx4 == tcol ? 0 : graphics->flat_intensity_palette[(u8) idx4];
- if((col2 & col3 & col4) == 0)
- has_inversions = true;
- ((u32*) layer->background.data)[k] = col;
- layer->foreground[l].uv = uv;
- layer->foreground[l++].col = col;
- layer->foreground[m].uv = uv;
- layer->foreground[m++].col = col2;
- layer->foreground[n].uv = uv;
- layer->foreground[n++].col = col3;
- layer->foreground[o].uv = uv;
- layer->foreground[o++].col = col4;
- }
- }
- }
- if(!has_content)
- return;
- if(!has_inversions)
- {
- C3D_TexFlush(&layer->background);
- ctr_draw_2d_texture(render_data, &layer->background, 0,
- layer->background.height - layer->h, layer->w, layer->h,
- vlayer->x, vlayer->y, layer->w * 8, layer->h * 14,
- (2000 - layer->draw_order + 1) * 3.0f + 2, 0xffffffff, false);
- }
- ctr_prepare_playfield(render_data, layer->foreground, vlayer->x, vlayer->y,
- true, layer->mode, layer->z);
- GSPGPU_FlushDataCache(layer->foreground, sizeof(struct v_char) * bufsize);
- if(layer->mode == 0)
- {
- C3D_TexBind(0, &render_data->charset_vram[0]);
- if(has_inversions)
- {
- C3D_SetTexEnv(0, &(render_data->env_playfield_inv));
- C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, layer->w * layer->h);
- }
- C3D_SetTexEnv(0, &(render_data->env_playfield));
- C3D_DrawArrays(GPU_GEOMETRY_PRIM, layer->w * layer->h, layer->w * layer->h);
- }
- else
- {
- C3D_SetTexEnv(0, &(render_data->env_playfield));
- if(has_inversions)
- {
- C3D_TexBind(0, &render_data->charset_vram[1]);
- C3D_DrawArrays(GPU_GEOMETRY_PRIM, 0, layer->w * layer->h);
- }
- C3D_TexBind(0, &render_data->charset_vram[2]);
- C3D_DrawArrays(GPU_GEOMETRY_PRIM, layer->w * layer->h, layer->w * layer->h);
- C3D_TexBind(0, &render_data->charset_vram[3]);
- C3D_DrawArrays(GPU_GEOMETRY_PRIM, layer->w * layer->h * 2, layer->w * layer->h);
- C3D_TexBind(0, &render_data->charset_vram[4]);
- C3D_DrawArrays(GPU_GEOMETRY_PRIM, layer->w * layer->h * 3, layer->w * layer->h);
- }
- render_data->layer_num++;
- }
- static void ctr_render_cursor(struct graphics_data *graphics,
- Uint32 x, Uint32 y, Uint16 color, Uint8 lines, Uint8 offset)
- {
- struct ctr_render_data *render_data = graphics->render_data;
- Uint32 flatcolor = graphics->flat_intensity_palette[color];
- if(ctr_should_render(render_data))
- {
- ctr_draw_2d_texture(render_data, NULL, 0, 0, 0, 0,
- x * 8, y * 14 + offset, 8, lines, 12050, flatcolor, false);
- }
- }
- static void ctr_render_mouse(struct graphics_data *graphics,
- Uint32 x, Uint32 y, Uint8 w, Uint8 h)
- {
- struct ctr_render_data *render_data = graphics->render_data;
- Uint32 col = 0xFFFFFFFF;
- if(ctr_should_render(render_data))
- {
- C3D_AlphaBlend(GPU_BLEND_SUBTRACT, GPU_BLEND_ADD,
- GPU_SRC_COLOR, GPU_DST_COLOR, GPU_SRC_ALPHA, GPU_DST_ALPHA);
- ctr_draw_2d_texture(render_data, NULL, 0, 0, 1, 1, x, y, w, h, 1, col,
- false);
- C3D_AlphaBlend(GPU_BLEND_ADD, GPU_BLEND_ADD, GPU_SRC_ALPHA,
- GPU_ONE_MINUS_SRC_ALPHA, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA);
- }
- }
- static inline void ctr_draw_playfield(struct ctr_render_data *render_data,
- boolean top_screen)
- {
- int x, y;
- int width, height;
- float slider;
- ctr_set_2d_projection_screen(render_data, top_screen);
- if(top_screen)
- {
- if(ctr_keyboard_force_zoom_out())
- {
- slider = 1.0f;
- }
- else
- {
- slider = (osGet3DSliderState() * 1.3f) - 0.15f;
- if(slider < 0.0f) slider = 0.0f;
- if(slider > 1.0f) slider = 1.0f;
- }
- width = 400 + (240 * slider);
- height = 240 + (144 * slider);
- x = render_data->focus_x - (width / 2);
- y = render_data->focus_y - (height / 2);
- if(x < 0)
- x = 0;
- if((x + width) > 640)
- x = 640 - width;
- if(height > 350)
- {
- ctr_draw_2d_texture(render_data, &render_data->playfield_tex,
- x, 512 - 350, width, 350, 0, (240 - (240 * 350 / height)) / 2,
- 400, 240 * 350 / height, 2.0f, 0xffffffff, true);
- }
- else
- {
- if(y < 0)
- y = 0;
- if((y + height) > 350)
- y = 350 - height;
- ctr_draw_2d_texture(render_data, &render_data->playfield_tex,
- x, 512 - y - height, width, height, 0, 0, 400, 240,
- 2.0f, 0xffffffff, true);
- }
- }
- else
- {
- if(get_bottom_screen_mode() == BOTTOM_SCREEN_MODE_KEYBOARD)
- ctr_draw_2d_texture(render_data, &render_data->playfield_tex,
- 0, 512 - 350, 640, 350, 80, 12.75, 160, 87.5, 2.0f, 0xffffffff, true);
- else
- ctr_draw_2d_texture(render_data, &render_data->playfield_tex,
- 0, 512 - 350, 640, 350, 0, 32, 320, 175, 2.0f, 0xffffffff, true);
- }
- }
- static void ctr_sync_screen(struct graphics_data *graphics)
- {
- struct ctr_render_data *render_data;
- render_data = graphics->render_data;
- if(!ctr_should_render(render_data))
- {
- render_data->checked_frame = false;
- return;
- }
- #ifndef RDR_DEBUG
- C3D_RenderTargetClear(render_data->target_top, C3D_CLEAR_ALL, 0x000000, 0);
- C3D_FrameDrawOn(render_data->target_top);
- ctr_draw_playfield(render_data, true);
- #endif
- C3D_RenderTargetClear(render_data->target_bottom, C3D_CLEAR_ALL, 0x000000, 0);
- C3D_FrameDrawOn(render_data->target_bottom);
- if(get_bottom_screen_mode() == BOTTOM_SCREEN_MODE_KEYBOARD)
- {
- ctr_set_2d_projection_screen(render_data, false);
- ctr_keyboard_draw(render_data);
- }
- ctr_draw_playfield(render_data, false);
- render_data->cursor_on = 0;
- render_data->mouse_on = 0;
- C3D_FrameEnd(0);
- render_data->rendering_frame = false;
- render_data->checked_frame = false;
- }
- static void ctr_focus_pixel(struct graphics_data *graphics, Uint32 x, Uint32 y)
- {
- struct ctr_render_data *render_data;
- render_data = graphics->render_data;
- switch(get_allow_focus_changes())
- {
- case FOCUS_FORBID:
- return;
- case FOCUS_ALLOW:
- if (render_data->last_focus_x != x || render_data->last_focus_y != y)
- {
- render_data->last_focus_x = x;
- render_data->last_focus_y = y;
- render_data->focus_x = x;
- render_data->focus_y = y;
- }
- break;
- case FOCUS_PASS:
- render_data->focus_x = x;
- render_data->focus_y = y;
- break;
- }
- }
- void render_ctr_register(struct renderer *renderer)
- {
- memset(renderer, 0, sizeof(struct renderer));
- renderer->init_video = ctr_init_video;
- renderer->free_video = ctr_free_video;
- renderer->check_video_mode = ctr_check_video_mode;
- renderer->set_video_mode = ctr_set_video_mode;
- renderer->update_colors = ctr_update_colors;
- renderer->resize_screen = resize_screen_standard;
- renderer->remap_char_range = ctr_remap_char_range;
- renderer->remap_char = ctr_remap_char;
- renderer->remap_charbyte = ctr_remap_charbyte;
- renderer->get_screen_coords = get_screen_coords_centered;
- renderer->set_screen_coords = set_screen_coords_centered;
- renderer->render_layer = ctr_render_layer;
- renderer->render_cursor = ctr_render_cursor;
- renderer->render_mouse = ctr_render_mouse;
- renderer->sync_screen = ctr_sync_screen;
- renderer->focus_pixel = ctr_focus_pixel;
- }
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