Added unfinished 3DS hardware renderer
I'm commiting what I have now because I'm thinking of switching to Citro2D instead of Citro3D.
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5 changed files with 440 additions and 0 deletions
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@ -319,6 +319,9 @@ elseif(BACKEND_RENDERER MATCHES "SDLSurface")
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target_sources(CSE2 PRIVATE "src/Backends/Rendering/SDLSurface.cpp")
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elseif(BACKEND_RENDERER MATCHES "WiiU")
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target_sources(CSE2 PRIVATE "src/Backends/Rendering/WiiU.cpp")
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elseif(BACKEND_RENDERER MATCHES "3DS")
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target_sources(CSE2 PRIVATE "src/Backends/Rendering/3DS.cpp")
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target_link_libraries(CSE2 PRIVATE "${CTRU_ROOT}/lib/libcitro3d.a")
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elseif(BACKEND_RENDERER MATCHES "Software")
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target_sources(CSE2 PRIVATE "src/Backends/Rendering/Software.cpp")
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else()
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@ -430,6 +433,7 @@ elseif(BACKEND_PLATFORM MATCHES "GLFW3" AND BACKEND_RENDERER MATCHES "Software")
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elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "WiiU")
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elseif(BACKEND_PLATFORM MATCHES "WiiU" AND BACKEND_RENDERER MATCHES "Software")
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target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/Software/WiiU.cpp")
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elseif(BACKEND_PLATFORM MATCHES "3DS" AND BACKEND_RENDERER MATCHES "3DS")
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elseif(BACKEND_PLATFORM MATCHES "3DS" AND BACKEND_RENDERER MATCHES "Software")
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target_sources(CSE2 PRIVATE "src/Backends/Rendering/Window/Software/3DS.cpp")
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elseif(BACKEND_PLATFORM MATCHES "Null" AND BACKEND_RENDERER MATCHES "Software")
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395
src/Backends/Rendering/3DS.cpp
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395
src/Backends/Rendering/3DS.cpp
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@ -0,0 +1,395 @@
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#include "../Rendering.h"
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#include <stddef.h>
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#include <stdlib.h>
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#include <string.h>
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#include <3ds.h>
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#include <citro3d.h>
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#include <c3d/renderqueue.h>
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#include "../Misc.h"
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#include "../../Attributes.h"
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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// Used to transfer the final rendered display to the framebuffer
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#define DISPLAY_TRANSFER_FLAGS \
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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// Used to convert textures to 3DS tiled format
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// Note: vertical flip flag set so 0,0 is top left of texture
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#define TEXTURE_TRANSFER_FLAGS \
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(GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGBA8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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typedef struct
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{
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float x, y, z;
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float u, v;
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} VBOEntry;
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typedef struct RenderBackend_Surface
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{
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C3D_Tex texture;
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C3D_RenderTarget *render_target;
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size_t width;
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size_t height;
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size_t padded_width;
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size_t padded_height;
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} RenderBackend_Surface;
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typedef struct RenderBackend_GlyphAtlas
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{
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} RenderBackend_GlyphAtlas;
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/*
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static RenderBackend_Surface framebuffer;
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static RenderBackend_GlyphAtlas *glyph_atlas;
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static RenderBackend_Surface *glyph_destination_surface;
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static unsigned char glyph_colour_channels[3];
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*/
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static C3D_RenderTarget *screen_render_target;
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static RenderBackend_Surface *framebuffer_surface;
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static DVLB_s *vertex_shader;
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static shaderProgram_s shader_program;
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static int uniform_projection;
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static VBOEntry *vbo;
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static C3D_Mtx projection_matrix;
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static const unsigned char vshader[] = {
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#include "vshader.h"
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};
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static size_t NextPowerOfTwo(size_t value)
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{
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size_t accumulator = 1;
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while (accumulator < value)
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accumulator <<= 1;
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return accumulator;
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}
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RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, bool fullscreen)
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{
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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// Set up screen render target
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screen_render_target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH16);
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C3D_RenderTargetSetOutput(screen_render_target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
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// Set up shader
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vertex_shader = DVLB_ParseFile((u32*)vshader, sizeof(vshader));
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shaderProgramInit(&shader_program);
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shaderProgramSetVsh(&shader_program, &vertex_shader->DVLE[0]);
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C3D_BindProgram(&shader_program);
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uniform_projection = shaderInstanceGetUniformLocation(shader_program.vertexShader, "projection");
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// Set up VBO
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vbo = (VBOEntry*)linearAlloc(sizeof(VBOEntry) * 6);
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v2=texcoord
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// Buffer
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vbo, sizeof(VBOEntry), 2, 0x10);
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvInit(env);
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C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
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C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
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C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
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framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
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if (framebuffer_surface == NULL)
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Backend_PrintError("RenderBackend_CreateSurface failed");
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return framebuffer_surface;
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}
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void RenderBackend_Deinit(void)
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{
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shaderProgramFree(&shader_program);
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DVLB_Free(vertex_shader);
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linearFree(vbo);
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C3D_RenderTargetDelete(screen_render_target);
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C3D_Fini();
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}
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void RenderBackend_DrawScreen(void)
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{
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Mtx_OrthoTilt(&projection_matrix, 0.0f, 400.0f, 240.0f, 0.0f, 0.0f, 1.0f, true);
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uniform_projection, &projection_matrix);
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C3D_TexBind(0, &framebuffer_surface->texture);
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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C3D_RenderTargetClear(screen_render_target, C3D_CLEAR_COLOR, 0x000000FF, 0);
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C3D_FrameDrawOn(screen_render_target);
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const float vertex_left = (400 - framebuffer_surface->width) / 2;
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const float vertex_top = (240 - framebuffer_surface->height) / 2;
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const float vertex_right = vertex_left + framebuffer_surface->width;
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const float vertex_bottom = vertex_top + framebuffer_surface->height;
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const float texture_left = 0.0f;
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const float texture_top = 0.0f;
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const float texture_right = (float)framebuffer_surface->width / framebuffer_surface->padded_width;
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const float texture_bottom = (float)framebuffer_surface->height / framebuffer_surface->padded_height;
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/* vbo[0] = (VBOEntry){vertex_left, vertex_top, 0.5f, texture_left, texture_top};
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vbo[1] = (VBOEntry){vertex_left, vertex_bottom, 0.5f, texture_left, texture_bottom};
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vbo[2] = (VBOEntry){vertex_right, vertex_top, 0.5f, texture_right, texture_top};
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vbo[3] = (VBOEntry){vertex_left, vertex_bottom, 0.5f, texture_left, texture_bottom};
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vbo[4] = (VBOEntry){vertex_right, vertex_bottom, 0.5f, texture_right, texture_bottom};
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vbo[5] = (VBOEntry){vertex_right, vertex_top, 0.5f, texture_right, texture_top};
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C3D_DrawArrays(GPU_TRIANGLES, 0, 6);
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*/
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// Draw a textured quad directly
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C3D_ImmDrawBegin(GPU_TRIANGLES);
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C3D_ImmSendAttrib(vertex_left, vertex_top, 0.5f, 0.0f); // v0=position
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C3D_ImmSendAttrib( texture_left, texture_top, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_left, vertex_bottom, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_left, texture_bottom, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_right, vertex_top, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_right, texture_top, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_left, vertex_bottom, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_left, texture_bottom, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_right, vertex_bottom, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_right, texture_bottom, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_right, vertex_top, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_right, texture_top, 0.0f, 0.0f);
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C3D_ImmDrawEnd();
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/*
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vbo[0] = (VBOEntry){0.0f, 0.0f, 0.5f, 0.0f, 0.0f};
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vbo[1] = (VBOEntry){framebuffer_surface->width, 0.0f, 0.5f, 1.0f, 0.0f};
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vbo[2] = (VBOEntry){0.0f, framebuffer_surface->height, 0.5f, 0.0f, 1.0f};
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vbo[3] = (VBOEntry){0.0f, framebuffer_surface->height, 0.5f, 0.0f, 1.0f};
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vbo[4] = (VBOEntry){framebuffer_surface->width, 0.0f, 0.5f, 1.0f, 0.0f};
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vbo[5] = (VBOEntry){framebuffer_surface->width, framebuffer_surface->height, 0.5f, 1.0f, 1.0f};
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*/
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// C3D_DrawArrays(GPU_TRIANGLES, 0, 6);
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C3D_FrameEnd(0);
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}
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RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height, bool render_target)
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{
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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if (surface != NULL)
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{
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surface->width = width;
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surface->height = height;
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surface->padded_width = NextPowerOfTwo(width);
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surface->padded_height = NextPowerOfTwo(height);
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surface->render_target = NULL;
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memset(&surface->texture, 0, sizeof(surface->texture));
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C3D_TexInitVRAM(&surface->texture, surface->padded_width, surface->padded_height, GPU_RGBA8);
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C3D_TexSetFilter(&surface->texture, GPU_NEAREST, GPU_NEAREST);
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if (!render_target)
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{
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return surface;
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}
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else
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{
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surface->render_target = C3D_RenderTargetCreateFromTex(&surface->texture, GPU_TEXFACE_2D, 0, GPU_RB_DEPTH16);
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if (surface->render_target != NULL)
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{
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return surface;
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}
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else
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{
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Backend_PrintError("C3D_RenderTargetCreateFromTex failed");
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}
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C3D_TexDelete(&surface->texture);
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free(surface);
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}
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}
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return NULL;
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}
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void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
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{
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if (surface->render_target != NULL)
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C3D_RenderTargetDelete(surface->render_target);
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C3D_TexDelete(&surface->texture);
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free(surface);
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}
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bool RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface)
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{
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(void)surface;
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return false;
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}
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void RenderBackend_RestoreSurface(RenderBackend_Surface *surface)
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{
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(void)surface;
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}
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void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height)
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{
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u8 *gpusrc = (u8*)linearAlloc(width * height * 4);
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// GX_DisplayTransfer needs input buffer in linear RAM
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const u8* src=pixels; u8 *dst=gpusrc;
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// lodepng outputs big endian rgba so we need to convert
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for (size_t i = 0; i< width * height; ++i)
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{
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unsigned char r = *src++;
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unsigned char g = *src++;
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unsigned char b = *src++;
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*dst++ = r == 0 && g == 0 && b == 0 ? 0 : 0xFF;
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*dst++ = b;
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*dst++ = g;
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*dst++ = r;
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}
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// ensure data is in physical ram
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GSPGPU_FlushDataCache(gpusrc, width * height * 4);
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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);
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// 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);
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linearFree(gpusrc);
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}
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ATTRIBUTE_HOT void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool colour_key)
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{
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Mtx_Ortho(&projection_matrix, 0.0f, destination_surface->padded_width, 0.0f, destination_surface->padded_height, 0.0f, 1.0f, true);
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// Mtx_OrthoTilt(&projection_matrix, 0.0f, 400.0f, 240.0f, 0.0f, 0.0f, 1.0f, true);
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C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uniform_projection, &projection_matrix);
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C3D_TexBind(0, &source_surface->texture);
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C3D_FrameBegin(0);
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C3D_FrameDrawOn(destination_surface->render_target);
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// C3D_FrameDrawOn(screen_render_target);
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const float vertex_left = x;
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const float vertex_top = y;
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const float vertex_right = x + (rect->right - rect->left);
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const float vertex_bottom = y + (rect->bottom - rect->top);
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const float texture_left = (float)rect->left / source_surface->padded_width;
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const float texture_top = (float)rect->top / source_surface->padded_height;
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const float texture_right = (float)rect->right / source_surface->padded_width;
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const float texture_bottom = (float)rect->bottom / source_surface->padded_height;
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/* vbo[0] = (VBOEntry){vertex_left, vertex_top, 0.5f, texture_left, texture_top};
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vbo[1] = (VBOEntry){vertex_left, vertex_bottom, 0.5f, texture_left, texture_bottom};
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vbo[2] = (VBOEntry){vertex_right, vertex_top, 0.5f, texture_right, texture_top};
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vbo[3] = (VBOEntry){vertex_left, vertex_bottom, 0.5f, texture_left, texture_bottom};
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vbo[4] = (VBOEntry){vertex_right, vertex_bottom, 0.5f, texture_right, texture_bottom};
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vbo[5] = (VBOEntry){vertex_right, vertex_top, 0.5f, texture_right, texture_top};
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C3D_DrawArrays(GPU_TRIANGLES, 0, 6);
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*/
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// Draw a textured quad directly
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C3D_ImmDrawBegin(GPU_TRIANGLES);
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C3D_ImmSendAttrib(vertex_left, vertex_top, 0.5f, 0.0f); // v0=position
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C3D_ImmSendAttrib( texture_left, texture_top, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_right, vertex_top, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_right, texture_top, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_left, vertex_bottom, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_left, texture_bottom, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_left, vertex_bottom, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_left, texture_bottom, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_right, vertex_top, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_right, texture_top, 0.0f, 0.0f);
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C3D_ImmSendAttrib(vertex_right, vertex_bottom, 0.5f, 0.0f);
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C3D_ImmSendAttrib( texture_right, texture_bottom, 0.0f, 0.0f);
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C3D_ImmDrawEnd();
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C3D_FrameEnd(0);
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}
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ATTRIBUTE_HOT void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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}
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RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t width, size_t height)
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{
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return NULL;
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}
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void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas)
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{
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||||
|
||||
}
|
||||
|
||||
void RenderBackend_UploadGlyph(RenderBackend_GlyphAtlas *atlas, size_t x, size_t y, const unsigned char *pixels, size_t width, size_t height, size_t pitch)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, unsigned char red, unsigned char green, unsigned char blue)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void RenderBackend_HandleRenderTargetLoss(void)
|
||||
{
|
||||
// No problem for us
|
||||
}
|
||||
|
||||
void RenderBackend_HandleWindowResize(size_t width, size_t height)
|
||||
{
|
||||
|
||||
}
|
5
src/Backends/Rendering/vshader.h
Normal file
5
src/Backends/Rendering/vshader.h
Normal file
|
@ -0,0 +1,5 @@
|
|||
68,86,76,66,1,0,0,0,140,0,0,0,68,86,76,80,0,0,0,0,40,0,0,0,8,0,0,0,72,0,0,0,7,0,0,0,128,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,78,1,240,7,78,2,8,2,8,
|
||||
3,24,2,8,4,40,2,8,5,56,2,8,6,16,32,76,0,0,0,136,110,3,0,0,0,0,0,0,161,10,0,0,0,0,0,0,104,195,6,0,0,0,0,0,100,195,6,0,0,0,0,0,98,195,6,0,0,0,0,0,97,195,6,0,
|
||||
0,0,0,0,111,3,0,0,0,0,0,0,68,86,76,69,2,16,0,0,0,0,0,0,8,0,0,0,0,0,3,0,0,0,0,0,64,0,0,0,2,0,0,0,104,0,0,0,0,0,0,0,104,0,0,0,2,0,0,0,120,0,0,0,
|
||||
2,0,0,0,136,0,0,0,16,0,0,0,2,0,95,0,0,0,0,0,0,0,63,0,0,0,191,0,153,153,59,0,2,0,94,0,51,51,61,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,15,0,0,0,3,0,1,0,
|
||||
15,0,0,0,0,0,0,0,16,0,19,0,11,0,0,0,120,0,120,0,112,114,111,106,101,99,116,105,111,110,0,116,101,115,116,0
|
BIN
src/Backends/Rendering/vshader.o
Normal file
BIN
src/Backends/Rendering/vshader.o
Normal file
Binary file not shown.
36
src/Backends/Rendering/vshader.v.pica
Normal file
36
src/Backends/Rendering/vshader.v.pica
Normal file
|
@ -0,0 +1,36 @@
|
|||
; Example PICA200 vertex shader
|
||||
|
||||
; Uniforms
|
||||
.fvec projection[4]
|
||||
|
||||
; Constants
|
||||
.constf myconst(0.0, 1.0, -1.0, 0.1)
|
||||
.constf myconst2(0.3, 0.0, 0.0, 0.0)
|
||||
.alias zeros myconst.xxxx ; Vector full of zeros
|
||||
.alias ones myconst.yyyy ; Vector full of ones
|
||||
|
||||
; Outputs
|
||||
.out outpos position
|
||||
.out outtc0 texcoord0
|
||||
|
||||
; Inputs (defined as aliases for convenience)
|
||||
.alias inpos v0
|
||||
.alias intex v1
|
||||
|
||||
.bool test
|
||||
|
||||
.proc main
|
||||
; Force the w component of inpos to be 1.0
|
||||
mov r0.xyz, inpos
|
||||
mov r0.w, ones
|
||||
|
||||
; outpos = projectionMatrix * inpos
|
||||
dp4 outpos.x, projection[0], r0
|
||||
dp4 outpos.y, projection[1], r0
|
||||
dp4 outpos.z, projection[2], r0
|
||||
dp4 outpos.w, projection[3], r0
|
||||
|
||||
mov outtc0, intex
|
||||
|
||||
end
|
||||
.end
|
Loading…
Add table
Reference in a new issue