cave-story-solaris/src/Backends/Rendering/WiiU.cpp
2020-09-11 13:06:52 +01:00

892 lines
30 KiB
C++

#include "../Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <string>
#include <gx2/context.h>
#include <gx2/display.h>
#include <gx2/draw.h>
#include <gx2/event.h>
#include <gx2/registers.h>
#include <gx2/sampler.h>
#include <gx2/texture.h>
#include <gx2r/buffer.h>
#include <gx2r/draw.h>
#include <gx2r/resource.h>
#include <gx2r/surface.h>
#include <whb/gfx.h>
#include "../Misc.h"
#include "WiiUShaders/colour_fill.gsh.h"
#include "WiiUShaders/glyph.gsh.h"
#include "WiiUShaders/texture.gsh.h"
#include "WiiUShaders/texture_colour_key.gsh.h"
typedef enum RenderMode
{
MODE_BLANK,
MODE_DRAW_SURFACE,
MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
MODE_COLOUR_FILL,
MODE_DRAW_GLYPH
} RenderMode;
typedef struct RenderBackend_Surface
{
GX2Texture texture;
GX2ColorBuffer colour_buffer;
size_t width;
size_t height;
bool render_target;
unsigned char *lock_buffer; // TODO - Dumb
} RenderBackend_Surface;
typedef struct RenderBackend_GlyphAtlas
{
GX2Texture texture;
} RenderBackend_GlyphAtlas;
typedef struct Viewport
{
float x;
float y;
float width;
float height;
} Viewport;
typedef struct Coordinate2D
{
float x;
float y;
} Coordinate2D;
typedef struct Vertex
{
Coordinate2D position;
Coordinate2D texture;
} Vertex;
typedef struct VertexBufferSlot
{
Vertex vertices[4];
} VertexBufferSlot;
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup texture_colour_key_shader;
static WHBGfxShaderGroup colour_fill_shader;
static WHBGfxShaderGroup glyph_shader;
static GX2RBuffer vertex_buffer;
static GX2Sampler sampler;
static RenderBackend_Surface *framebuffer_surface;
static GX2ContextState *gx2_context;
static RenderBackend_Surface *glyph_destination_surface;
static Viewport tv_viewport;
static Viewport drc_viewport;
static VertexBufferSlot *local_vertex_buffer;
static size_t local_vertex_buffer_size;
static size_t current_vertex_buffer_slot;
static RenderMode last_render_mode;
static GX2Texture *last_source_texture;
static GX2Texture *last_destination_texture;
static VertexBufferSlot* GetVertexBufferSlot(void)
{
++current_vertex_buffer_slot;
// Check if buffer needs expanding
if (current_vertex_buffer_slot > local_vertex_buffer_size)
{
local_vertex_buffer_size = 1;
while (current_vertex_buffer_slot > local_vertex_buffer_size)
local_vertex_buffer_size <<= 1;
VertexBufferSlot *realloc_result = (VertexBufferSlot*)realloc(local_vertex_buffer, local_vertex_buffer_size * sizeof(VertexBufferSlot));
if (realloc_result != NULL)
{
local_vertex_buffer = realloc_result;
}
else
{
Backend_PrintError("Couldn't expand vertex buffer");
return NULL;
}
}
return &local_vertex_buffer[current_vertex_buffer_slot - 1];
}
static void FlushVertexBuffer(void)
{
static size_t vertex_buffer_size;
static size_t current_vertex_buffer = 0;
if (current_vertex_buffer_slot == 0)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
// Upload vertex buffer to VBO, growing it if necessary
if (local_vertex_buffer_size > vertex_buffer_size)
{
vertex_buffer_size = local_vertex_buffer_size;
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_CPU_WRITE |
GX2R_RESOURCE_USAGE_GPU_READ);
vertex_buffer.elemSize = sizeof(VertexBufferSlot);
vertex_buffer.elemCount = vertex_buffer_size;
if (GX2RCreateBuffer(&vertex_buffer))
{
void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
memcpy(vertex_pointer, local_vertex_buffer, vertex_buffer_size * sizeof(VertexBufferSlot));
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
}
}
else
{
void *vertex_pointer = GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
memcpy(vertex_pointer, local_vertex_buffer, current_vertex_buffer_slot * sizeof(VertexBufferSlot));
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
}
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4 * current_vertex_buffer_slot, 0, 1);
current_vertex_buffer_slot = 0;
}
static void CalculateViewport(size_t actual_screen_width, size_t actual_screen_height, Viewport *viewport)
{
if ((float)actual_screen_width / (float)actual_screen_height > (float)framebuffer_surface->width / (float)framebuffer_surface->height)
{
viewport->y = 0.0f;
viewport->height = actual_screen_height;
viewport->width = framebuffer_surface->width * ((float)actual_screen_height / (float)framebuffer_surface->height);
viewport->x = (actual_screen_width - viewport->width) / 2;
}
else
{
viewport->x = 0.0f;
viewport->width = actual_screen_width;
viewport->height = framebuffer_surface->height * ((float)actual_screen_width / (float)framebuffer_surface->width);
viewport->y = (actual_screen_height - viewport->height) / 2;
}
}
RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, bool fullscreen)
{
(void)window_title;
(void)fullscreen;
if (WHBGfxInit())
{
// Initialise the shaders
// Texture shader
if (WHBGfxLoadGFDShaderGroup(&texture_shader, 0, rtexture))
{
WHBGfxInitShaderAttribute(&texture_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&texture_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&texture_shader);
// Texture shader (with colour-key)
if (WHBGfxLoadGFDShaderGroup(&texture_colour_key_shader, 0, rtexture_colour_key))
{
WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&texture_colour_key_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&texture_colour_key_shader);
// Colour-fill shader
if (WHBGfxLoadGFDShaderGroup(&colour_fill_shader, 0, rcolour_fill))
{
WHBGfxInitShaderAttribute(&colour_fill_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&colour_fill_shader);
// Glyph shader
if (WHBGfxLoadGFDShaderGroup(&glyph_shader, 0, rglyph))
{
WHBGfxInitShaderAttribute(&glyph_shader, "input_vertex_coordinates", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitShaderAttribute(&glyph_shader, "input_texture_coordinates", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
WHBGfxInitFetchShader(&glyph_shader);
// Initialise sampler
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
// Create framebuffer surface
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
if (framebuffer_surface != NULL)
{
// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
// allowing us to draw to the screen once again)
gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
if (gx2_context != NULL)
{
memset(gx2_context, 0, sizeof(GX2ContextState));
GX2SetupContextStateEx(gx2_context, TRUE);
GX2SetContextState(gx2_context);
// Disable depth-test (enabled by default for some reason)
GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
// Calculate centred viewports
switch (GX2GetSystemTVScanMode())
{
// For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
// enum is missing values, and the rest are off-by-one)
//case GX2_TV_SCAN_MODE_576I:
case GX2_TV_SCAN_MODE_480I: // Actually 576i
case GX2_TV_SCAN_MODE_480P: // Actually 480i
CalculateViewport(854, 480, &tv_viewport);
break;
case GX2_TV_SCAN_MODE_720P: // Actually 480p
default: // Funnel the *real* 1080p into this
CalculateViewport(1280, 720, &tv_viewport);
break;
case GX2_TV_SCAN_MODE_1080I: // Actually invalid
case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
CalculateViewport(1920, 1080, &tv_viewport);
break;
}
CalculateViewport(854, 480, &drc_viewport);
return framebuffer_surface;
}
else
{
Backend_PrintError("Couldn't allocate memory for the GX2 context");
}
RenderBackend_FreeSurface(framebuffer_surface);
}
else
{
Backend_PrintError("Couldn't create the framebuffer surface");
}
WHBGfxFreeShaderGroup(&glyph_shader);
}
else
{
Backend_PrintError("Couldn't create the glyph shader");
}
WHBGfxFreeShaderGroup(&colour_fill_shader);
}
else
{
Backend_PrintError("Couldn't create the colour-fill shader");
}
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
}
else
{
Backend_PrintError("Couldn't create the texture colour-key shader");
}
WHBGfxFreeShaderGroup(&texture_shader);
}
else
{
Backend_PrintError("Couldn't create the texture shader");
}
WHBGfxShutdown();
}
else
{
Backend_PrintError("WHBGfxInit failed");
}
return NULL;
}
void RenderBackend_Deinit(void)
{
free(gx2_context);
RenderBackend_FreeSurface(framebuffer_surface);
GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&glyph_shader);
WHBGfxFreeShaderGroup(&colour_fill_shader);
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
WHBGfxFreeShaderGroup(&texture_shader);
WHBGfxShutdown();
}
void RenderBackend_DrawScreen(void)
{
FlushVertexBuffer();
last_render_mode = MODE_BLANK;
last_source_texture = NULL;
last_destination_texture = NULL;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
VertexBufferSlot *vertex_buffer_slot = (VertexBufferSlot*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Set buffer to (4:3) full-screen
vertex_buffer_slot->vertices[0].position.x = -1.0f;
vertex_buffer_slot->vertices[0].position.y = -1.0f;
vertex_buffer_slot->vertices[1].position.x = 1.0f;
vertex_buffer_slot->vertices[1].position.y = -1.0f;
vertex_buffer_slot->vertices[2].position.x = 1.0f;
vertex_buffer_slot->vertices[2].position.y = 1.0f;
vertex_buffer_slot->vertices[3].position.x = -1.0f;
vertex_buffer_slot->vertices[3].position.y = 1.0f;
// Set buffer to full-texture
vertex_buffer_slot->vertices[0].texture.x = 0.0f;
vertex_buffer_slot->vertices[0].texture.y = 1.0f;
vertex_buffer_slot->vertices[1].texture.x = 1.0f;
vertex_buffer_slot->vertices[1].texture.y = 1.0f;
vertex_buffer_slot->vertices[2].texture.x = 1.0f;
vertex_buffer_slot->vertices[2].texture.y = 0.0f;
vertex_buffer_slot->vertices[3].texture.x = 0.0f;
vertex_buffer_slot->vertices[3].texture.y = 0.0f;
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
// Start drawing
WHBGfxBeginRender();
////////////////////
// Draw to the TV //
////////////////////
WHBGfxBeginRenderTV();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set Viewport
GX2SetViewport(tv_viewport.x, tv_viewport.y, tv_viewport.width, tv_viewport.height, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
// Select texture shader
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderTV();
/////////////////////////
// Draw to the gamepad //
/////////////////////////
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Set Viewport
GX2SetViewport(drc_viewport.x, drc_viewport.y, drc_viewport.width, drc_viewport.height, 0.0f, 1.0f);
// This might be needed? Not sure.
// GX2RInvalidateSurface(&framebuffer_surface->texture.surface, 0, (GX2RResourceFlags)0);
// Select texture shader
GX2SetFetchShader(&texture_shader.fetchShader);
GX2SetVertexShader(texture_shader.vertexShader);
GX2SetPixelShader(texture_shader.pixelShader);
// Bind a few things
GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderDRC();
WHBGfxFinishRender();
// Do this or else the screen will never update. I wish I understood why.
GX2SetContextState(gx2_context);
}
RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height, bool render_target)
{
RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
if (surface != NULL)
{
surface->width = width;
surface->height = height;
surface->render_target = render_target;
// Initialise texture
memset(&surface->texture, 0, sizeof(surface->texture));
surface->texture.surface.width = width;
surface->texture.surface.height = height;
surface->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8_G8_B8_A8;
surface->texture.surface.depth = 1;
surface->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
surface->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
surface->texture.surface.mipLevels = 1;
surface->texture.viewNumMips = 1;
surface->texture.viewNumSlices = 1;
surface->texture.compMap = 0x00010203;
GX2CalcSurfaceSizeAndAlignment(&surface->texture.surface);
GX2InitTextureRegs(&surface->texture);
GX2RResourceFlags resource_flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE |
GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ);
if (render_target)
resource_flags = (GX2RResourceFlags)(resource_flags | GX2R_RESOURCE_BIND_COLOR_BUFFER);
if (GX2RCreateSurface(&surface->texture.surface, resource_flags))
{
if (!render_target)
{
return surface;
}
else
{
// Initialise colour buffer (needed so the texture can be drawn to)
memset(&surface->colour_buffer, 0, sizeof(surface->colour_buffer));
surface->colour_buffer.surface = surface->texture.surface;
surface->colour_buffer.viewNumSlices = 1;
GX2InitColorBufferRegs(&surface->colour_buffer);
if (GX2RCreateSurfaceUserMemory(&surface->colour_buffer.surface, (uint8_t*)surface->texture.surface.image, (uint8_t*)surface->texture.surface.mipmaps, surface->texture.surface.resourceFlags))
return surface;
else
Backend_PrintError("GX2RCreateSurfaceUserMemory failed in RenderBackend_CreateSurface");
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
}
}
else
{
Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateSurface");
}
free(surface);
}
return NULL;
}
void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
{
if (surface != NULL)
{
if (surface->render_target)
GX2RDestroySurfaceEx(&surface->colour_buffer.surface, (GX2RResourceFlags)0);
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
free(surface);
}
}
bool RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface)
{
(void)surface;
return false;
}
void RenderBackend_RestoreSurface(RenderBackend_Surface *surface)
{
(void)surface;
}
unsigned char* RenderBackend_LockSurface(RenderBackend_Surface *surface, size_t *pitch, size_t width, size_t height)
{
if (surface != NULL)
{
// Create a temporary RGB24 buffer (this backend uses RGBA32
// internally, so we can't just use a locked texture)
surface->lock_buffer = (unsigned char*)malloc(width * height * 3);
*pitch = width * 3;
return surface->lock_buffer;
}
return NULL;
}
void RenderBackend_UnlockSurface(RenderBackend_Surface *surface, size_t width, size_t height)
{
if (surface != NULL)
{
if (surface->lock_buffer != NULL)
{
// Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0);
const unsigned char *in_pointer = surface->lock_buffer;
for (size_t y = 0; y < height; ++y)
{
unsigned char *out_pointer = &buffer[surface->texture.surface.pitch * 4 * y];
for (size_t x = 0; x < width; ++x)
{
*out_pointer++ = *in_pointer++;
*out_pointer++ = *in_pointer++;
*out_pointer++ = *in_pointer++;
*out_pointer++ = 0;
}
}
free(surface->lock_buffer);
GX2RUnlockSurfaceEx(&surface->texture.surface, 0, (GX2RResourceFlags)0);
}
}
}
void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool colour_key)
{
if (source_surface == NULL || destination_surface == NULL)
return;
const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
// Flush vertex data if a context-change is needed
if (last_render_mode != render_mode || last_source_texture != &source_surface->texture || last_destination_texture != &destination_surface->texture)
{
FlushVertexBuffer();
last_render_mode = render_mode;
last_source_texture = &source_surface->texture;
last_destination_texture = &destination_surface->texture;
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)destination_surface->colour_buffer.surface.width, (float)destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, destination_surface->colour_buffer.surface.width, destination_surface->colour_buffer.surface.height);
// Select shader
WHBGfxShaderGroup *shader = colour_key ? &texture_colour_key_shader : &texture_shader;
// Bind it
GX2SetFetchShader(&shader->fetchShader);
GX2SetVertexShader(shader->vertexShader);
GX2SetPixelShader(shader->pixelShader);
// Bind misc. data
GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
}
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
const float vertex_left = x * 2.0f / destination_surface->width - 1.0f;
const float vertex_top = y * -2.0f / destination_surface->height + 1.0f;
const float vertex_right = (x + (rect->right - rect->left)) * 2.0f / destination_surface->width - 1.0f;
const float vertex_bottom = (y + (rect->bottom - rect->top)) * -2.0f / destination_surface->height + 1.0f;
vertex_buffer_slot->vertices[0].position.x = vertex_left;
vertex_buffer_slot->vertices[0].position.y = vertex_top;
vertex_buffer_slot->vertices[1].position.x = vertex_right;
vertex_buffer_slot->vertices[1].position.y = vertex_top;
vertex_buffer_slot->vertices[2].position.x = vertex_right;
vertex_buffer_slot->vertices[2].position.y = vertex_bottom;
vertex_buffer_slot->vertices[3].position.x = vertex_left;
vertex_buffer_slot->vertices[3].position.y = vertex_bottom;
const float texture_left = rect->left / (float)source_surface->width;
const float texture_top = rect->top / (float)source_surface->height;
const float texture_right = rect->right / (float)source_surface->width;
const float texture_bottom = rect->bottom / (float)source_surface->height;
// Set texture coordinate buffer
vertex_buffer_slot->vertices[0].texture.x = texture_left;
vertex_buffer_slot->vertices[0].texture.y = texture_top;
vertex_buffer_slot->vertices[1].texture.x = texture_right;
vertex_buffer_slot->vertices[1].texture.y = texture_top;
vertex_buffer_slot->vertices[2].texture.x = texture_right;
vertex_buffer_slot->vertices[2].texture.y = texture_bottom;
vertex_buffer_slot->vertices[3].texture.x = texture_left;
vertex_buffer_slot->vertices[3].texture.y = texture_bottom;
}
}
void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
{
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (surface == NULL)
return;
// Flush vertex data if a context-change is needed
if (last_render_mode != MODE_COLOUR_FILL || last_destination_texture != &surface->texture || last_red != red || last_green != green || last_blue != blue)
{
FlushVertexBuffer();
last_render_mode = MODE_COLOUR_FILL;
last_source_texture = NULL;
last_destination_texture = &surface->texture;
last_red = red;
last_green = green;
last_blue = blue;
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, (float)surface->colour_buffer.surface.width, (float)surface->colour_buffer.surface.height);
// Set the colour-fill... colour
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
GX2SetPixelUniformReg(colour_fill_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Bind the colour-fill shader
GX2SetFetchShader(&colour_fill_shader.fetchShader);
GX2SetVertexShader(colour_fill_shader.vertexShader);
GX2SetPixelShader(colour_fill_shader.pixelShader);
// Bind misc. data
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
}
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
const float vertex_left = rect->left * 2.0f / surface->width - 1.0f;
const float vertex_top = rect->top * -2.0f / surface->height + 1.0f;
const float vertex_right = rect->right * 2.0f / surface->width - 1.0f;
const float vertex_bottom = rect->bottom * -2.0f / surface->height + 1.0f;
vertex_buffer_slot->vertices[0].position.x = vertex_left;
vertex_buffer_slot->vertices[0].position.y = vertex_top;
vertex_buffer_slot->vertices[1].position.x = vertex_right;
vertex_buffer_slot->vertices[1].position.y = vertex_top;
vertex_buffer_slot->vertices[2].position.x = vertex_right;
vertex_buffer_slot->vertices[2].position.y = vertex_bottom;
vertex_buffer_slot->vertices[3].position.x = vertex_left;
vertex_buffer_slot->vertices[3].position.y = vertex_bottom;
}
}
RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t size)
{
RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas));
if (atlas != NULL)
{
// Initialise texture
memset(&atlas->texture, 0, sizeof(atlas->texture));
atlas->texture.surface.width = size;
atlas->texture.surface.height = size;
atlas->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8;
atlas->texture.surface.depth = 1;
atlas->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
atlas->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
atlas->texture.surface.mipLevels = 1;
atlas->texture.viewNumMips = 1;
atlas->texture.viewNumSlices = 1;
atlas->texture.compMap = 0x00000000;
GX2CalcSurfaceSizeAndAlignment(&atlas->texture.surface);
GX2InitTextureRegs(&atlas->texture);
if (GX2RCreateSurface(&atlas->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE |
GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
{
return atlas;
}
else
{
Backend_PrintError("GX2RCreateSurface failed in RenderBackend_CreateGlyphAtlas");
}
free(atlas);
}
return NULL;
}
void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas)
{
GX2RDestroySurfaceEx(&atlas->texture.surface, (GX2RResourceFlags)0);
free(atlas);
}
void RenderBackend_UploadGlyph(RenderBackend_GlyphAtlas *atlas, size_t x, size_t y, const unsigned char *pixels, size_t width, size_t height)
{
// Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *buffer = (unsigned char*)GX2RLockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0);
const unsigned char *in_pointer = pixels;
unsigned char *out_pointer = &buffer[y * atlas->texture.surface.pitch + x];
for (size_t iy = 0; iy < height; ++iy)
{
memcpy(out_pointer, in_pointer, width);
in_pointer += width;
out_pointer += atlas->texture.surface.pitch;
}
GX2RUnlockSurfaceEx(&atlas->texture.surface, 0, (GX2RResourceFlags)0);
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, unsigned char red, unsigned char green, unsigned char blue)
{
(void)atlas;
static unsigned char last_red;
static unsigned char last_green;
static unsigned char last_blue;
if (destination_surface == NULL)
return;
glyph_destination_surface = destination_surface;
// Flush vertex data if a context-change is needed
if (last_render_mode != MODE_DRAW_GLYPH || last_destination_texture != &glyph_destination_surface->texture || last_source_texture != &atlas->texture || last_red != red || last_green != green || last_blue != blue)
{
FlushVertexBuffer();
last_render_mode = MODE_DRAW_GLYPH;
last_destination_texture = &glyph_destination_surface->texture;
last_source_texture = &atlas->texture;
last_red = red;
last_green = green;
last_blue = blue;
// Draw to the selected texture, instead of the screen
GX2SetColorBuffer(&glyph_destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
GX2SetViewport(0.0f, 0.0f, (float)glyph_destination_surface->colour_buffer.surface.width, (float)glyph_destination_surface->colour_buffer.surface.height, 0.0f, 1.0f);
GX2SetScissor(0, 0, glyph_destination_surface->colour_buffer.surface.width, glyph_destination_surface->colour_buffer.surface.height);
// Set the colour
const float uniform_colours[4] = {red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f};
GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Select glyph shader
GX2SetFetchShader(&glyph_shader.fetchShader);
GX2SetVertexShader(glyph_shader.vertexShader);
GX2SetPixelShader(glyph_shader.pixelShader);
// Bind misc. data
GX2SetPixelSampler(&sampler, glyph_shader.pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&atlas->texture, glyph_shader.pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
// Enable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
}
}
void RenderBackend_DrawGlyph(RenderBackend_GlyphAtlas *atlas, long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height)
{
VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
if (vertex_buffer_slot != NULL)
{
// Set vertex position buffer
const float vertex_left = x * 2.0f / glyph_destination_surface->width - 1.0f;
const float vertex_top = y * -2.0f / glyph_destination_surface->height + 1.0f;
const float vertex_right = (x + glyph_width) * 2.0f / glyph_destination_surface->width - 1.0f;
const float vertex_bottom = (y + glyph_height) * -2.0f / glyph_destination_surface->height + 1.0f;
vertex_buffer_slot->vertices[0].position.x = vertex_left;
vertex_buffer_slot->vertices[0].position.y = vertex_top;
vertex_buffer_slot->vertices[1].position.x = vertex_right;
vertex_buffer_slot->vertices[1].position.y = vertex_top;
vertex_buffer_slot->vertices[2].position.x = vertex_right;
vertex_buffer_slot->vertices[2].position.y = vertex_bottom;
vertex_buffer_slot->vertices[3].position.x = vertex_left;
vertex_buffer_slot->vertices[3].position.y = vertex_bottom;
const float texture_left = glyph_x / (float)atlas->texture.surface.width;
const float texture_top = glyph_y / (float)atlas->texture.surface.height;
const float texture_right = (glyph_x + glyph_width) / (float)atlas->texture.surface.width;
const float texture_bottom = (glyph_y + glyph_height) / (float)atlas->texture.surface.height;
// Set texture coordinate buffer
vertex_buffer_slot->vertices[0].texture.x = texture_left;
vertex_buffer_slot->vertices[0].texture.y = texture_top;
vertex_buffer_slot->vertices[1].texture.x = texture_right;
vertex_buffer_slot->vertices[1].texture.y = texture_top;
vertex_buffer_slot->vertices[2].texture.x = texture_right;
vertex_buffer_slot->vertices[2].texture.y = texture_bottom;
vertex_buffer_slot->vertices[3].texture.x = texture_left;
vertex_buffer_slot->vertices[3].texture.y = texture_bottom;
}
}
void RenderBackend_FlushGlyphs(void)
{
}
void RenderBackend_HandleRenderTargetLoss(void)
{
// Doesn't happen on the Wii U
}
void RenderBackend_HandleWindowResize(size_t width, size_t height)
{
(void)width;
(void)height;
// Doesn't happen on the Wii U
}