cave-story-solaris/src/Backends/Rendering/WiiU.cpp
2020-04-21 13:02:06 +01:00

677 lines
23 KiB
C++

#include "../Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include <string.h>
#include <string>
#include <gx2/context.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 "../WiiU/shaders/colour_fill.gsh.h"
#include "../WiiU/shaders/glyph.gsh.h"
#include "../WiiU/shaders/texture.gsh.h"
#include "../WiiU/shaders/texture_colour_key.gsh.h"
typedef struct RenderBackend_Surface
{
GX2Texture texture;
GX2ColorBuffer colour_buffer;
unsigned int width;
unsigned int height;
unsigned char *lock_buffer; // TODO - Dumb
} RenderBackend_Surface;
typedef struct RenderBackend_Glyph
{
GX2Texture texture;
unsigned int width;
unsigned int height;
} RenderBackend_Glyph;
static WHBGfxShaderGroup texture_shader;
static WHBGfxShaderGroup texture_colour_key_shader;
static WHBGfxShaderGroup colour_fill_shader;
static WHBGfxShaderGroup glyph_shader;
static GX2RBuffer vertex_position_buffer;
static GX2RBuffer texture_coordinate_buffer;
static GX2Sampler sampler;
static RenderBackend_Surface *framebuffer_surface;
static GX2ContextState *gx2_context;
static RenderBackend_Surface *glyph_destination_surface;
RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, bool fullscreen)
{
(void)window_title;
(void)fullscreen;
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 vertex position buffer
vertex_position_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_CPU_WRITE |
GX2R_RESOURCE_USAGE_GPU_READ);
vertex_position_buffer.elemSize = 2 * sizeof(float);
vertex_position_buffer.elemCount = 4;
GX2RCreateBuffer(&vertex_position_buffer);
// Initialise texture coordinate buffer
texture_coordinate_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_CPU_WRITE |
GX2R_RESOURCE_USAGE_GPU_READ);
texture_coordinate_buffer.elemSize = 2 * sizeof(float);
texture_coordinate_buffer.elemCount = 4;
GX2RCreateBuffer(&texture_coordinate_buffer);
// Initialise sampler
GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_POINT);
// Create framebuffer surface
framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height);
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));
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);
// Set custom blending mode for pre-multiplied alpha
/* GX2SetBlendControl(GX2_RENDER_TARGET_0,
GX2_BLEND_MODE_ZERO,
GX2_BLEND_MODE_ONE,
GX2_BLEND_COMBINE_MODE_ADD,
TRUE,
GX2_BLEND_MODE_ZERO,
GX2_BLEND_MODE_ONE,
GX2_BLEND_COMBINE_MODE_ADD);
*/
return framebuffer_surface;
}
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&glyph_shader);
}
WHBGfxFreeShaderGroup(&colour_fill_shader);
}
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
}
WHBGfxFreeShaderGroup(&texture_shader);
}
WHBGfxShutdown();
return NULL;
}
void RenderBackend_Deinit(void)
{
free(gx2_context);
RenderBackend_FreeSurface(framebuffer_surface);
GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
WHBGfxFreeShaderGroup(&colour_fill_shader);
WHBGfxFreeShaderGroup(&texture_colour_key_shader);
WHBGfxFreeShaderGroup(&texture_shader);
WHBGfxShutdown();
}
void RenderBackend_DrawScreen(void)
{
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
// Set buffer to (4:3) full-screen
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = -640.0f / 854.0f;
position_pointer[1] = -1.0f;
position_pointer[2] = 640.0f / 854.0f;
position_pointer[3] = -1.0f;
position_pointer[4] = 640.0f / 854.0f;
position_pointer[5] = 1.0f;
position_pointer[6] = -640.0f / 854.0f;
position_pointer[7] = 1.0f;
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
// Set buffer to full-texture
float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
texture_coordinate_pointer[0] = 0.0f;
texture_coordinate_pointer[1] = 1.0f;
texture_coordinate_pointer[2] = 1.0f;
texture_coordinate_pointer[3] = 1.0f;
texture_coordinate_pointer[4] = 1.0f;
texture_coordinate_pointer[5] = 0.0f;
texture_coordinate_pointer[6] = 0.0f;
texture_coordinate_pointer[7] = 0.0f;
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
// Start drawing
WHBGfxBeginRender();
////////////////////
// Draw to the TV //
////////////////////
WHBGfxBeginRenderTV();
WHBGfxClearColor(0.0f, 0.0f, 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_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
WHBGfxFinishRenderTV();
/////////////////////////
// Draw to the gamepad //
/////////////////////////
WHBGfxBeginRenderDRC();
WHBGfxClearColor(0.0f, 0.0f, 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_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
// 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(unsigned int width, unsigned int height)
{
RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
if (surface != NULL)
{
surface->width = width;
surface->height = height;
// 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);
if (GX2RCreateSurface(&surface->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_BIND_COLOR_BUFFER |
GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
{
// 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;
GX2RDestroySurfaceEx(&surface->texture.surface, (GX2RResourceFlags)0);
}
free(surface);
}
return NULL;
}
void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
{
if (surface != NULL)
{
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, unsigned int *pitch, unsigned int width, unsigned int 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, unsigned int width, unsigned int height)
{
if (surface != NULL)
{
if (surface->lock_buffer != NULL)
{
// Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *framebuffer = (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 = &framebuffer[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;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
const float destination_right = x + (rect->right - rect->left);
const float destination_bottom = y + (rect->bottom - rect->top);
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = destination_left;
position_pointer[1] = destination_top;
position_pointer[2] = destination_right;
position_pointer[3] = destination_top;
position_pointer[4] = destination_right;
position_pointer[5] = destination_bottom;
position_pointer[6] = destination_left;
position_pointer[7] = destination_bottom;
for (unsigned int i = 0; i < 8; i += 2)
{
position_pointer[i + 0] /= destination_surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
position_pointer[i + 1] /= destination_surface->height;
position_pointer[i + 1] *= -2.0f;
position_pointer[i + 1] += 1.0f;
}
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
// Set texture coordinate buffer
float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
texture_coordinate_pointer[0] = rect->left / (float)source_surface->width;
texture_coordinate_pointer[1] = rect->top / (float)source_surface->height;
texture_coordinate_pointer[2] = rect->right / (float)source_surface->width;
texture_coordinate_pointer[3] = rect->top / (float)source_surface->height;
texture_coordinate_pointer[4] = rect->right / (float)source_surface->width;
texture_coordinate_pointer[5] = rect->bottom / (float)source_surface->height;
texture_coordinate_pointer[6] = rect->left / (float)source_surface->width;
texture_coordinate_pointer[7] = rect->bottom / (float)source_surface->height;
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
// 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_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
}
void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue)
{
if (surface == NULL)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
// Set vertex position buffer
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = rect->left;
position_pointer[1] = rect->top;
position_pointer[2] = rect->right;
position_pointer[3] = rect->top;
position_pointer[4] = rect->right;
position_pointer[5] = rect->bottom;
position_pointer[6] = rect->left;
position_pointer[7] = rect->bottom;
for (unsigned int i = 0; i < 8; i += 2)
{
position_pointer[i + 0] /= surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
position_pointer[i + 1] /= surface->height;
position_pointer[i + 1] *= -2.0f;
position_pointer[i + 1] += 1.0f;
}
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
// 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_position_buffer, 0, vertex_position_buffer.elemSize, 0);
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
}
RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
{
RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph));
if (glyph != NULL)
{
glyph->width = width;
glyph->height = height;
// Initialise texture
memset(&glyph->texture, 0, sizeof(glyph->texture));
glyph->texture.surface.width = width;
glyph->texture.surface.height = height;
glyph->texture.surface.format = GX2_SURFACE_FORMAT_UNORM_R8;
glyph->texture.surface.depth = 1;
glyph->texture.surface.dim = GX2_SURFACE_DIM_TEXTURE_2D;
glyph->texture.surface.tileMode = GX2_TILE_MODE_LINEAR_ALIGNED;
glyph->texture.surface.mipLevels = 1;
glyph->texture.viewNumMips = 1;
glyph->texture.viewNumSlices = 1;
glyph->texture.compMap = 0x00000000;
GX2CalcSurfaceSizeAndAlignment(&glyph->texture.surface);
GX2InitTextureRegs(&glyph->texture);
if (GX2RCreateSurface(&glyph->texture.surface, (GX2RResourceFlags)(GX2R_RESOURCE_BIND_TEXTURE | GX2R_RESOURCE_BIND_COLOR_BUFFER |
GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_CPU_READ |
GX2R_RESOURCE_USAGE_GPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ)))
{
// Convert from RGB24 to RGBA32, and upload it to the GPU texture
unsigned char *framebuffer = (unsigned char*)GX2RLockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
const unsigned char *in_pointer = pixels;
unsigned char *out_pointer = framebuffer;
for (size_t y = 0; y < height; ++y)
{
memcpy(out_pointer, in_pointer, width);
in_pointer += width;
out_pointer += glyph->texture.surface.pitch;
}
GX2RUnlockSurfaceEx(&glyph->texture.surface, 0, (GX2RResourceFlags)0);
return glyph;
}
free(glyph);
}
return NULL;
}
void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
{
if (glyph != NULL)
{
GX2RDestroySurfaceEx(&glyph->texture.surface, (GX2RResourceFlags)0);
free(glyph);
}
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
{
if (destination_surface == NULL)
return;
glyph_destination_surface = destination_surface;
// Set the colour
const float uniform_colours[4] = {colour_channels[0] / 255.0f, colour_channels[1] / 255.0f, colour_channels[2] / 255.0f, 1.0f};
GX2SetPixelUniformReg(glyph_shader.pixelShader->uniformVars[0].offset, 4, (uint32_t*)&uniform_colours);
// Enable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0xFF, FALSE, TRUE);
}
void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
{
if (glyph == NULL)
return;
// Make sure the buffers aren't currently being used before we modify them
GX2DrawDone();
// Set vertex position buffer
const float destination_left = x;
const float destination_top = y;
const float destination_right = x + glyph->width;
const float destination_bottom = y + glyph->height;
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
position_pointer[0] = destination_left;
position_pointer[1] = destination_top;
position_pointer[2] = destination_right;
position_pointer[3] = destination_top;
position_pointer[4] = destination_right;
position_pointer[5] = destination_bottom;
position_pointer[6] = destination_left;
position_pointer[7] = destination_bottom;
for (unsigned int i = 0; i < 8; i += 2)
{
position_pointer[i + 0] /= glyph_destination_surface->width;
position_pointer[i + 0] *= 2.0f;
position_pointer[i + 0] -= 1.0f;
position_pointer[i + 1] /= glyph_destination_surface->height;
position_pointer[i + 1] *= -2.0f;
position_pointer[i + 1] += 1.0f;
}
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
// Set texture coordinate buffer
float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
texture_coordinate_pointer[0] = 0.0f;
texture_coordinate_pointer[1] = 0.0f;
texture_coordinate_pointer[2] = 1.0f;
texture_coordinate_pointer[3] = 0.0f;
texture_coordinate_pointer[4] = 1.0f;
texture_coordinate_pointer[5] = 1.0f;
texture_coordinate_pointer[6] = 0.0f;
texture_coordinate_pointer[7] = 1.0f;
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
// 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);
// Select shader
WHBGfxShaderGroup *shader = &glyph_shader;
// Bind it
GX2SetFetchShader(&shader->fetchShader);
GX2SetVertexShader(shader->vertexShader);
GX2SetPixelShader(shader->pixelShader);
// Bind misc. data
GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
GX2SetPixelTexture(&glyph->texture, shader->pixelShader->samplerVars[0].location);
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
// Draw
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
}
void RenderBackend_FlushGlyphs(void)
{
// Disable blending
GX2SetColorControl(GX2_LOGIC_OP_COPY, 0, FALSE, TRUE);
}
void RenderBackend_HandleRenderTargetLoss(void)
{
// No problem for us
}
void RenderBackend_HandleWindowResize(unsigned int width, unsigned int height)
{
(void)width;
(void)height;
// No problem for us
}