Convert the 3DS renderer to Citro2D

Not finished yet - there's no glyph support, and for some reason the
level tileset isn't reloading properly
This commit is contained in:
Clownacy 2020-10-13 18:56:07 +01:00
parent 82630cedb7
commit 65aac0bb21
2 changed files with 122 additions and 202 deletions

View file

@ -321,7 +321,7 @@ elseif(BACKEND_RENDERER MATCHES "WiiU")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/WiiU.cpp")
elseif(BACKEND_RENDERER MATCHES "3DS")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/3DS.cpp")
target_link_libraries(CSE2 PRIVATE "${CTRU_ROOT}/lib/libcitro3d.a")
target_link_libraries(CSE2 PRIVATE "${CTRU_ROOT}/lib/libcitro2d.a" "${CTRU_ROOT}/lib/libcitro3d.a")
elseif(BACKEND_RENDERER MATCHES "Software")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/Software.cpp")
else()
@ -476,7 +476,7 @@ set_target_properties(CSE2 PROPERTIES
C_EXTENSIONS OFF
)
if(NOT BACKEND_PLATFORM MATCHES "WiiU")
if(NOT BACKEND_PLATFORM MATCHES "WiiU" AND NOT BACKEND_PLATFORM MATCHES "3DS")
# Force strict C++98
set_target_properties(CSE2 PROPERTIES
CXX_STANDARD 98

View file

@ -6,6 +6,7 @@
#include <3ds.h>
#include <citro3d.h>
#include <citro2d.h>
#include <c3d/renderqueue.h>
#include "../Misc.h"
@ -14,33 +15,19 @@
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#define MAX(a, b) ((a) > (b) ? (a) : (b))
// Used to transfer the final rendered display to the framebuffer
#define DISPLAY_TRANSFER_FLAGS \
(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))
// Used to convert textures to 3DS tiled format
// Note: vertical flip flag set so 0,0 is top left of texture
// Note: vertical flip flag set so 0,0 is top left of texture (lol no it isn't)
#define TEXTURE_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGBA8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
typedef struct
{
float x, y, z;
float u, v;
} VBOEntry;
typedef struct RenderBackend_Surface
{
C3D_Tex texture;
C3D_RenderTarget *render_target;
size_t width;
size_t height;
size_t padded_width;
size_t padded_height;
} RenderBackend_Surface;
typedef struct RenderBackend_GlyphAtlas
@ -58,17 +45,7 @@ static C3D_RenderTarget *screen_render_target;
static RenderBackend_Surface *framebuffer_surface;
static DVLB_s *vertex_shader;
static shaderProgram_s shader_program;
static int uniform_projection;
static VBOEntry *vbo;
static C3D_Mtx projection_matrix;
static const unsigned char vshader[] = {
#include "vshader.h"
};
static bool frame_started;
static size_t NextPowerOfTwo(size_t value)
{
@ -83,124 +60,78 @@ static size_t NextPowerOfTwo(size_t value)
RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, bool fullscreen)
{
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
// Set up screen render target
screen_render_target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH16);
C3D_RenderTargetSetOutput(screen_render_target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
screen_render_target = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
// Set up shader
vertex_shader = DVLB_ParseFile((u32*)vshader, sizeof(vshader));
if (screen_render_target != NULL)
{
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
shaderProgramInit(&shader_program);
shaderProgramSetVsh(&shader_program, &vertex_shader->DVLE[0]);
C3D_BindProgram(&shader_program);
if (framebuffer_surface != NULL)
return framebuffer_surface;
else
Backend_PrintError("RenderBackend_CreateSurface failed in RenderBackend_Init");
uniform_projection = shaderInstanceGetUniformLocation(shader_program.vertexShader, "projection");
C3D_RenderTargetDelete(screen_render_target);
}
else
{
Backend_PrintError("C2D_CreateScreenTarget failed in RenderBackend_Init");
}
// Set up VBO
vbo = (VBOEntry*)linearAlloc(sizeof(VBOEntry) * 6);
C2D_Fini();
C3D_Fini();
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
// Buffer
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo, sizeof(VBOEntry), 2, 0x10);
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
if (framebuffer_surface == NULL)
Backend_PrintError("RenderBackend_CreateSurface failed");
return framebuffer_surface;
return NULL;
}
void RenderBackend_Deinit(void)
{
shaderProgramFree(&shader_program);
DVLB_Free(vertex_shader);
linearFree(vbo);
RenderBackend_FreeSurface(framebuffer_surface);
C3D_RenderTargetDelete(screen_render_target);
C2D_Fini();
C3D_Fini();
}
void RenderBackend_DrawScreen(void)
{
Mtx_OrthoTilt(&projection_matrix, 0.0f, 400.0f, 240.0f, 0.0f, 0.0f, 1.0f, true);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uniform_projection, &projection_matrix);
C3D_TexBind(0, &framebuffer_surface->texture);
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C3D_RenderTargetClear(screen_render_target, C3D_CLEAR_COLOR, 0x000000FF, 0);
C3D_FrameDrawOn(screen_render_target);
const float vertex_left = (400 - framebuffer_surface->width) / 2;
const float vertex_top = (240 - framebuffer_surface->height) / 2;
const float vertex_right = vertex_left + framebuffer_surface->width;
const float vertex_bottom = vertex_top + framebuffer_surface->height;
if (!frame_started)
{
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
frame_started = true;
}
const float texture_left = 0.0f;
const float texture_top = 0.0f;
const float texture_right = (float)framebuffer_surface->width / framebuffer_surface->padded_width;
const float texture_bottom = (float)framebuffer_surface->height / framebuffer_surface->padded_height;
const float texture_right = (float)framebuffer_surface->width / framebuffer_surface->texture.width;
const float texture_bottom = (float)framebuffer_surface->height / framebuffer_surface->texture.height;
/* vbo[0] = (VBOEntry){vertex_left, vertex_top, 0.5f, texture_left, texture_top};
vbo[1] = (VBOEntry){vertex_left, vertex_bottom, 0.5f, texture_left, texture_bottom};
vbo[2] = (VBOEntry){vertex_right, vertex_top, 0.5f, texture_right, texture_top};
vbo[3] = (VBOEntry){vertex_left, vertex_bottom, 0.5f, texture_left, texture_bottom};
vbo[4] = (VBOEntry){vertex_right, vertex_bottom, 0.5f, texture_right, texture_bottom};
vbo[5] = (VBOEntry){vertex_right, vertex_top, 0.5f, texture_right, texture_top};
Tex3DS_SubTexture subtexture;
subtexture.width = framebuffer_surface->width;
subtexture.height = framebuffer_surface->height;
subtexture.left = texture_left;
subtexture.top = 1.0f - texture_top;
subtexture.right = texture_right;
subtexture.bottom = 1.0f - texture_bottom;
C3D_DrawArrays(GPU_TRIANGLES, 0, 6);
*/
C2D_Image image;
image.tex = &framebuffer_surface->texture;
image.subtex = &subtexture;
// Draw a textured quad directly
C3D_ImmDrawBegin(GPU_TRIANGLES);
C3D_ImmSendAttrib(vertex_left, vertex_top, 0.5f, 0.0f); // v0=position
C3D_ImmSendAttrib( texture_left, texture_top, 0.0f, 0.0f);
C2D_TargetClear(screen_render_target, 0xFF000000);
C3D_ImmSendAttrib(vertex_left, vertex_bottom, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_left, texture_bottom, 0.0f, 0.0f);
C2D_SceneBegin(screen_render_target);
C3D_ImmSendAttrib(vertex_right, vertex_top, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_right, texture_top, 0.0f, 0.0f);
C3D_ImmSendAttrib(vertex_left, vertex_bottom, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_left, texture_bottom, 0.0f, 0.0f);
C3D_ImmSendAttrib(vertex_right, vertex_bottom, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_right, texture_bottom, 0.0f, 0.0f);
C3D_ImmSendAttrib(vertex_right, vertex_top, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_right, texture_top, 0.0f, 0.0f);
C3D_ImmDrawEnd();
/*
vbo[0] = (VBOEntry){0.0f, 0.0f, 0.5f, 0.0f, 0.0f};
vbo[1] = (VBOEntry){framebuffer_surface->width, 0.0f, 0.5f, 1.0f, 0.0f};
vbo[2] = (VBOEntry){0.0f, framebuffer_surface->height, 0.5f, 0.0f, 1.0f};
vbo[3] = (VBOEntry){0.0f, framebuffer_surface->height, 0.5f, 0.0f, 1.0f};
vbo[4] = (VBOEntry){framebuffer_surface->width, 0.0f, 0.5f, 1.0f, 0.0f};
vbo[5] = (VBOEntry){framebuffer_surface->width, framebuffer_surface->height, 0.5f, 1.0f, 1.0f};
*/
// C3D_DrawArrays(GPU_TRIANGLES, 0, 6);
C2D_DrawImageAt(image, (400 - framebuffer_surface->width) / 2, (240 - framebuffer_surface->height) / 2, 0.5f, NULL, 1.0f, 1.0f);
C3D_FrameEnd(0);
frame_started = false;
}
RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height, bool render_target)
@ -211,35 +142,36 @@ RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height,
{
surface->width = width;
surface->height = height;
surface->padded_width = NextPowerOfTwo(width);
surface->padded_height = NextPowerOfTwo(height);
surface->render_target = NULL;
memset(&surface->texture, 0, sizeof(surface->texture));
C3D_TexInitVRAM(&surface->texture, surface->padded_width, surface->padded_height, GPU_RGBA8);
C3D_TexSetFilter(&surface->texture, GPU_NEAREST, GPU_NEAREST);
if (!render_target)
if (render_target ? C3D_TexInitVRAM(&surface->texture, NextPowerOfTwo(width), NextPowerOfTwo(height), GPU_RGBA8) : C3D_TexInit(&surface->texture, NextPowerOfTwo(width), NextPowerOfTwo(height), GPU_RGBA8))
{
return surface;
}
else
{
surface->render_target = C3D_RenderTargetCreateFromTex(&surface->texture, GPU_TEXFACE_2D, 0, GPU_RB_DEPTH16);
C3D_TexSetFilter(&surface->texture, GPU_NEAREST, GPU_NEAREST);
if (surface->render_target != NULL)
if (!render_target)
{
return surface;
}
else
{
Backend_PrintError("C3D_RenderTargetCreateFromTex failed");
surface->render_target = C3D_RenderTargetCreateFromTex(&surface->texture, GPU_TEXFACE_2D, 0, GPU_RB_DEPTH16);
if (surface->render_target != NULL)
return surface;
else
Backend_PrintError("C3D_RenderTargetCreateFromTex failed in RenderBackend_CreateSurface");
}
C3D_TexDelete(&surface->texture);
free(surface);
}
else
{
Backend_PrintError("C3D_TexInitVRAM failed in RenderBackend_CreateSurface");
}
free(surface);
}
return NULL;
@ -269,94 +201,82 @@ void RenderBackend_RestoreSurface(RenderBackend_Surface *surface)
void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height)
{
u8 *gpusrc = (u8*)linearAlloc(width * height * 4);
Backend_PrintInfo("RenderBackend_UploadSurface");
// GX_DisplayTransfer needs input buffer in linear RAM
const u8* src=pixels; u8 *dst=gpusrc;
unsigned char *rgba_buffer = (unsigned char*)linearAlloc(width * height * 4);
// lodepng outputs big endian rgba so we need to convert
for (size_t i = 0; i< width * height; ++i)
if (rgba_buffer != NULL)
{
unsigned char r = *src++;
unsigned char g = *src++;
unsigned char b = *src++;
const unsigned char *src = pixels;
unsigned char *dst = rgba_buffer;
*dst++ = r == 0 && g == 0 && b == 0 ? 0 : 0xFF;
*dst++ = b;
*dst++ = g;
*dst++ = r;
// Convert from colour-keyed RGB to ABGR
for (size_t i = 0; i < width * height; ++i)
{
unsigned char r = *src++;
unsigned char g = *src++;
unsigned char b = *src++;
*dst++ = r == 0 && g == 0 && b == 0 ? 0 : 0xFF;
*dst++ = b;
*dst++ = g;
*dst++ = r;
}
// ensure data is in physical ram
GSPGPU_FlushDataCache(rgba_buffer, width * height * 4);
C3D_SyncDisplayTransfer((u32*)rgba_buffer, GX_BUFFER_DIM(width, height), (u32*)surface->texture.data, GX_BUFFER_DIM(surface->texture.width, surface->texture.height), TEXTURE_TRANSFER_FLAGS);
linearFree(rgba_buffer);
}
else
{
Backend_PrintError("Couldn't allocate memory for RenderBackend_UploadSurface");
}
// ensure data is in physical ram
GSPGPU_FlushDataCache(gpusrc, width * height * 4);
C3D_SyncDisplayTransfer ((u32*)gpusrc, GX_BUFFER_DIM(width, height), (u32*)surface->texture.data, GX_BUFFER_DIM(surface->padded_width, surface->padded_height), TEXTURE_TRANSFER_FLAGS);
// C3D_SyncDisplayTransfer ((u32*)gpusrc, GX_BUFFER_DIM(width, height), (u32*)framebuffer_surface->texture.data, GX_BUFFER_DIM(framebuffer_surface->padded_width, framebuffer_surface->padded_height), TEXTURE_TRANSFER_FLAGS);
linearFree(gpusrc);
}
ATTRIBUTE_HOT void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool colour_key)
{
Mtx_Ortho(&projection_matrix, 0.0f, destination_surface->padded_width, 0.0f, destination_surface->padded_height, 0.0f, 1.0f, true);
// Mtx_OrthoTilt(&projection_matrix, 0.0f, 400.0f, 240.0f, 0.0f, 0.0f, 1.0f, true);
if (!frame_started)
{
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
frame_started = true;
}
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uniform_projection, &projection_matrix);
const float texture_left = (float)rect->left / source_surface->texture.width;
const float texture_top = (float)rect->top / source_surface->texture.height;
const float texture_right = (float)rect->right / source_surface->texture.width;
const float texture_bottom = (float)rect->bottom / source_surface->texture.height;
C3D_TexBind(0, &source_surface->texture);
Tex3DS_SubTexture subtexture;
subtexture.width = rect->right - rect->left;
subtexture.height = rect->bottom - rect->top;
subtexture.left = texture_left;
subtexture.top = 1.0f - texture_top;
subtexture.right = texture_right;
subtexture.bottom = 1.0f - texture_bottom;
C3D_FrameBegin(0);
C2D_Image image;
image.tex = &source_surface->texture;
image.subtex = &subtexture;
C3D_FrameDrawOn(destination_surface->render_target);
// C3D_FrameDrawOn(screen_render_target);
C2D_SceneBegin(destination_surface->render_target);
const float vertex_left = x;
const float vertex_top = y;
const float vertex_right = x + (rect->right - rect->left);
const float vertex_bottom = y + (rect->bottom - rect->top);
const float texture_left = (float)rect->left / source_surface->padded_width;
const float texture_top = (float)rect->top / source_surface->padded_height;
const float texture_right = (float)rect->right / source_surface->padded_width;
const float texture_bottom = (float)rect->bottom / source_surface->padded_height;
/* vbo[0] = (VBOEntry){vertex_left, vertex_top, 0.5f, texture_left, texture_top};
vbo[1] = (VBOEntry){vertex_left, vertex_bottom, 0.5f, texture_left, texture_bottom};
vbo[2] = (VBOEntry){vertex_right, vertex_top, 0.5f, texture_right, texture_top};
vbo[3] = (VBOEntry){vertex_left, vertex_bottom, 0.5f, texture_left, texture_bottom};
vbo[4] = (VBOEntry){vertex_right, vertex_bottom, 0.5f, texture_right, texture_bottom};
vbo[5] = (VBOEntry){vertex_right, vertex_top, 0.5f, texture_right, texture_top};
C3D_DrawArrays(GPU_TRIANGLES, 0, 6);
*/
// Draw a textured quad directly
C3D_ImmDrawBegin(GPU_TRIANGLES);
C3D_ImmSendAttrib(vertex_left, vertex_top, 0.5f, 0.0f); // v0=position
C3D_ImmSendAttrib( texture_left, texture_top, 0.0f, 0.0f);
C3D_ImmSendAttrib(vertex_right, vertex_top, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_right, texture_top, 0.0f, 0.0f);
C3D_ImmSendAttrib(vertex_left, vertex_bottom, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_left, texture_bottom, 0.0f, 0.0f);
C3D_ImmSendAttrib(vertex_left, vertex_bottom, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_left, texture_bottom, 0.0f, 0.0f);
C3D_ImmSendAttrib(vertex_right, vertex_top, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_right, texture_top, 0.0f, 0.0f);
C3D_ImmSendAttrib(vertex_right, vertex_bottom, 0.5f, 0.0f);
C3D_ImmSendAttrib( texture_right, texture_bottom, 0.0f, 0.0f);
C3D_ImmDrawEnd();
C3D_FrameEnd(0);
C2D_DrawImageAt(image, x, y, 0.5f, NULL, 1.0f, 1.0f);
}
ATTRIBUTE_HOT void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
{
if (!frame_started)
{
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
frame_started = true;
}
C2D_SceneBegin(surface->render_target);
C2D_DrawRectSolid(rect->left, rect->top, 0.5f, rect->right - rect->left, rect->bottom - rect->top, C2D_Color32(red, green, blue, 0xFF));
}
RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t width, size_t height)