Files
Anemone3DS/source/ui.c
2017-07-28 16:09:10 -04:00

723 lines
18 KiB
C

#include "ui.h"
#include "stb_image/stb_image.h"
#include "vshader_shbin.h"
#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))
static bool c3d_initialized;
static bool shader_initialized;
static DVLB_s * vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection;
static int uLoc_transform;
static int uLoc_use_transform;
static C3D_RenderTarget * target_top;
static C3D_RenderTarget * target_bottom;
static C3D_Mtx projection_top;
static C3D_Mtx projection_bottom;
static C3D_Tex * glyphSheets;
static u8 base_alpha = 0xFF;
static struct
{
bool allocated;
C3D_Tex tex;
u32 width;
u32 height;
} textures[MAX_TEXTURES];
typedef struct
{
float x;
float y;
float z;
} vertex;
typedef struct
{
vertex position;
u32 color;
} vertexData;
static void * mempool_addr = NULL;
static u32 mempool_index = 0;
static u32 mempool_size = 0;
static void screen_reset_mempool()
{
mempool_index = 0;
}
static void screen_set_blend(u32 color, bool rgb, bool alpha)
{
C3D_TexEnv * env = C3D_GetTexEnv(0);
if(env == NULL)
return;
if(rgb)
{
C3D_TexEnvSrc(env, C3D_RGB, GPU_CONSTANT, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
}
else
{
C3D_TexEnvSrc(env, C3D_RGB, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
}
if(alpha)
{
C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0, GPU_CONSTANT, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE);
}
else
{
C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_REPLACE);
}
C3D_TexEnvColor(env, color);
}
static void screen_clear(gfxScreen_t screen, u32 color)
{
C3D_FrameBufClear(screen == GFX_TOP ? &target_top->frameBuf : &target_bottom->frameBuf, C3D_CLEAR_ALL, color, 0);
}
void screen_init(void)
{
// Initialize Citro3D
if(C3D_Init(C3D_DEFAULT_CMDBUF_SIZE * 16))
c3d_initialized = true;
mempool_addr = linearAlloc(0x80000);
mempool_size = 0x80000;
// Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program);
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
uLoc_transform = shaderInstanceGetUniformLocation(program.vertexShader, "transform");
uLoc_use_transform = shaderInstanceGetUniformLocation(program.vertexShader, "useTransform");
// Configure attributes for use with the vertex shader
// Attribute format and element count are ignored in immediate mode
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
// Initialize the render target
target_top = C3D_RenderTargetCreate(TOP_SCREEN_HEIGHT, TOP_SCREEN_WIDTH, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target_top, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
screen_clear(GFX_TOP, CLEAR_COLOR);
target_bottom = C3D_RenderTargetCreate(BOTTOM_SCREEN_HEIGHT, BOTTOM_SCREEN_WIDTH, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(target_bottom, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);
screen_clear(GFX_BOTTOM, CLEAR_COLOR);
// Compute the projection matrix (top and bottom screens)
Mtx_OrthoTilt(&projection_top, 0.0, TOP_SCREEN_WIDTH, TOP_SCREEN_HEIGHT, 0.0, 0.0, 1.0, true);
Mtx_OrthoTilt(&projection_bottom, 0.0, BOTTOM_SCREEN_WIDTH, BOTTOM_SCREEN_HEIGHT, 0.0, 0.0, 1.0, true);
C3D_CullFace(GPU_CULL_NONE);
// Configure depth test to overwrite pixels with the same depth (needed to draw overlapping sprites)
C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL);
// Update the uniforms
C3D_BoolUnifSet(GPU_VERTEX_SHADER, uLoc_use_transform, false);
screen_set_blend(0, false, false);
Result fontMapRes = fontEnsureMapped();
if(R_FAILED(fontMapRes))
return;
// Load the glyph texture sheets
int i;
TGLP_s* glyphInfo = fontGetGlyphInfo();
glyphSheets = malloc(sizeof(C3D_Tex)*glyphInfo->nSheets);
for (i = 0; i < glyphInfo->nSheets; i ++)
{
C3D_Tex * tex = &glyphSheets[i];
tex->data = fontGetGlyphSheetTex(i);
tex->fmt = glyphInfo->sheetFmt;
tex->size = glyphInfo->sheetSize;
tex->width = glyphInfo->sheetWidth;
tex->height = glyphInfo->sheetHeight;
tex->param = GPU_TEXTURE_MAG_FILTER(GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER(GPU_LINEAR) | GPU_TEXTURE_WRAP_S(GPU_CLAMP_TO_EDGE) | GPU_TEXTURE_WRAP_T(GPU_CLAMP_TO_EDGE);
tex->border = 0;
tex->lodParam = 0;
}
screen_reset_mempool();
}
void screen_exit(void)
{
for(u32 id = 0; id < MAX_TEXTURES; id++)
screen_unload_texture(id);
if(glyphSheets != NULL)
{
free(glyphSheets);
glyphSheets = NULL;
}
if(shader_initialized)
{
shaderProgramFree(&program);
shader_initialized = false;
}
if(vshader_dvlb != NULL)
{
DVLB_Free(vshader_dvlb);
vshader_dvlb = NULL;
}
if(target_top != NULL)
{
C3D_RenderTargetDelete(target_top);
target_top = NULL;
}
if(target_bottom != NULL)
{
C3D_RenderTargetDelete(target_bottom);
target_bottom = NULL;
}
if(c3d_initialized)
{
C3D_Fini();
c3d_initialized = false;
}
}
void screen_set_base_alpha(u8 alpha)
{
base_alpha = alpha;
}
static u32 screen_next_pow_2(u32 i)
{
i--;
i |= i >> 1;
i |= i >> 2;
i |= i >> 4;
i |= i >> 8;
i |= i >> 16;
i++;
return i;
}
u32 screen_allocate_free_texture(void)
{
u32 id = 0;
for(u32 i = 1; i < MAX_TEXTURES; i++)
{
if(!textures[i].allocated)
{
textures[i].allocated = true;
id = i;
break;
}
}
if(id == 0)
return 0;
return id;
}
static void screen_prepare_texture(u32* pow2WidthOut, u32* pow2HeightOut, u32 id, u32 width, u32 height, GPU_TEXCOLOR format, bool linearFilter)
{
if(id >= MAX_TEXTURES)
return;
u32 pow2Width = screen_next_pow_2(width);
if(pow2Width < 64)
pow2Width = 64;
u32 pow2Height = screen_next_pow_2(height);
if(pow2Height < 64)
pow2Height = 64;
if(textures[id].tex.data != NULL && (textures[id].tex.width != pow2Width || textures[id].tex.height != pow2Height || textures[id].tex.fmt != format))
{
C3D_TexDelete(&textures[id].tex);
textures[id].tex.data = NULL;
}
if(textures[id].tex.data == NULL && !C3D_TexInit(&textures[id].tex, (u16) pow2Width, (u16) pow2Height, format))
return;
C3D_TexSetFilter(&textures[id].tex, linearFilter ? GPU_LINEAR : GPU_NEAREST, GPU_NEAREST);
textures[id].allocated = true;
textures[id].width = width;
textures[id].height = height;
if(pow2WidthOut != NULL)
*pow2WidthOut = pow2Width;
if(pow2HeightOut != NULL)
*pow2HeightOut = pow2Height;
}
void screen_load_texture_tiled(u32 id, void* data, u32 size, u32 width, u32 height, GPU_TEXCOLOR format, bool linearFilter)
{
u32 pow2Width = 0;
u32 pow2Height = 0;
screen_prepare_texture(&pow2Width, &pow2Height, id, width, height, format, linearFilter);
if(width != pow2Width || height != pow2Height)
{
u32 pixelSize = size / width / height;
memset(textures[id].tex.data, 0, textures[id].tex.size);
for(u32 y = 0; y < height; y += 8)
{
u32 dstPos = y * pow2Width * pixelSize;
u32 srcPos = y * width * pixelSize;
memcpy(&((u8*) textures[id].tex.data)[dstPos], &((u8*) data)[srcPos], width * 8 * pixelSize);
}
}
else
memcpy(textures[id].tex.data, data, textures[id].tex.size);
C3D_TexFlush(&textures[id].tex);
}
void screen_load_texture_untiled(u32 id, void* data, u32 size, u32 width, u32 height, GPU_TEXCOLOR format, bool linearFilter)
{
u32 pow2Width = 0;
u32 pow2Height = 0;
screen_prepare_texture(&pow2Width, &pow2Height, id, width, height, format, linearFilter);
u32 pixelSize = size / width / height;
memset(textures[id].tex.data, 0, textures[id].tex.size);
for(u32 x = 0; x < width; x++)
{
for(u32 y = 0; y < height; y++)
{
u32 dstPos = ((((y >> 3) * (pow2Width >> 3) + (x >> 3)) << 6) + ((x & 1) | ((y & 1) << 1) | ((x & 2) << 1) | ((y & 2) << 2) | ((x & 4) << 2) | ((y & 4) << 3))) * pixelSize;
u32 srcPos = (y * width + x) * pixelSize;
memcpy(&((u8*) textures[id].tex.data)[dstPos], &((u8*) data)[srcPos], pixelSize);
}
}
C3D_TexFlush(&textures[id].tex);
}
void screen_load_texture_file(u32 id, const char* path, bool linearFilter)
{
if(id >= MAX_TEXTURES)
return;
FILE * fd = fopen(path, "rb");
if(fd == NULL)
return;
int width;
int height;
int depth;
u8* image = stbi_load_from_file(fd, &width, &height, &depth, STBI_rgb_alpha);
fclose(fd);
if((image == NULL) || (depth != STBI_rgb_alpha))
return;
for(u32 x = 0; x < width; x++)
{
for(u32 y = 0; y < height; y++)
{
u32 pos = (y * width + x) * 4;
u8 c1 = image[pos + 0];
u8 c2 = image[pos + 1];
u8 c3 = image[pos + 2];
u8 c4 = image[pos + 3];
image[pos + 0] = c4;
image[pos + 1] = c3;
image[pos + 2] = c2;
image[pos + 3] = c1;
}
}
screen_load_texture_untiled(id, image, (u32) (width * height * 4), (u32) width, (u32) height, GPU_RGBA8, linearFilter);
free(image);
}
void screen_unload_texture(u32 id)
{
if(id >= MAX_TEXTURES)
return;
C3D_TexDelete(&textures[id].tex);
textures[id].allocated = false;
textures[id].width = 0;
textures[id].height = 0;
}
void screen_get_texture_size(u32* width, u32* height, u32 id)
{
if(id >= MAX_TEXTURES)
return;
if(width)
*width = textures[id].width;
if(height)
*height = textures[id].height;
}
void screen_begin_frame(void)
{
screen_reset_mempool();
if(!C3D_FrameBegin(C3D_FRAME_SYNCDRAW))
return;
}
void screen_end_frame(void)
{
C3D_FrameEnd(0);
}
void screen_select(gfxScreen_t screen)
{
if(!C3D_FrameDrawOn(screen == GFX_TOP ? target_top : target_bottom))
return;
// Get the location of the uniforms
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, shaderInstanceGetUniformLocation(program.vertexShader, "projection"), screen == GFX_TOP ? &projection_top : &projection_bottom);
}
static void screen_draw_quad(float x1, float y1, float x2, float y2, float left, float bottom, float right, float top)
{
C3D_ImmDrawBegin(GPU_TRIANGLE_STRIP);
C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f);
C3D_ImmSendAttrib(left, bottom, 0.0f, 0.0f);
C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f);
C3D_ImmSendAttrib(right, bottom, 0.0f, 0.0f);
C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f);
C3D_ImmSendAttrib(left, top, 0.0f, 0.0f);
C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f);
C3D_ImmSendAttrib(right, top, 0.0f, 0.0f);
C3D_ImmDrawEnd();
}
void screen_draw_texture(u32 id, float x, float y)
{
if(id >= MAX_TEXTURES)
return;
if(textures[id].tex.data == NULL)
return;
if(base_alpha != 0xFF)
screen_set_blend(base_alpha << 24, false, true);
C3D_TexBind(0, &textures[id].tex);
screen_draw_quad(x, y, x + textures[id].width, y + textures[id].height, 0, (float) (textures[id].tex.height - textures[id].height) / (float) textures[id].tex.height, (float) textures[id].width / (float) textures[id].tex.width, 1.0f);
if(base_alpha != 0xFF)
screen_set_blend(0, false, false);
}
void screen_draw_texture_crop(u32 id, float x, float y, float width, float height)
{
if(id >= MAX_TEXTURES)
return;
if(textures[id].tex.data == NULL)
return;
if(base_alpha != 0xFF)
screen_set_blend(base_alpha << 24, false, true);
C3D_TexBind(0, &textures[id].tex);
screen_draw_quad(x, y, x + width, y + height, 0, (float) (textures[id].tex.height - textures[id].height) / (float) textures[id].tex.height, width / (float) textures[id].tex.width, (textures[id].tex.height - textures[id].height + height) / (float) textures[id].tex.height);
if(base_alpha != 0xFF)
screen_set_blend(0, false, false);
}
int screen_get_texture_width(u32 id)
{
if(textures[id].tex.data == NULL)
return 0;
return textures[id].width;
}
int screen_get_texture_height(u32 id)
{
if(textures[id].tex.data == NULL)
return 0;
return textures[id].height;
}
static void screen_get_string_size_internal(float * width, float * height, const char * text, float scaleX, float scaleY, bool oneLine, bool wrap, float wrapWidth)
{
float w = 0;
float h = 0;
float lineWidth = 0;
if(text != NULL)
{
h = scaleY * fontGetInfo()->lineFeed;
const uint8_t* p = (const uint8_t*) text;
const uint8_t* lastAlign = p;
u32 code = 0;
ssize_t units = -1;
while(*p && (units = decode_utf8(&code, p)) != -1 && code > 0)
{
p += units;
if((code == '\n') || (wrap && lineWidth + scaleX * fontGetCharWidthInfo(fontGlyphIndexFromCodePoint(code))->charWidth >= wrapWidth))
{
lastAlign = p;
if(lineWidth > w)
w = lineWidth;
lineWidth = 0;
if(oneLine)
break;
h += scaleY * fontGetInfo()->lineFeed;
}
if(code != '\n')
{
u32 num = 1;
if(code == '\t')
{
code = ' ';
num = 4 - (p - units - lastAlign) % 4;
lastAlign = p;
}
lineWidth += (scaleX * fontGetCharWidthInfo(fontGlyphIndexFromCodePoint(code))->charWidth) * num;
}
}
}
if(width)
*width = lineWidth > w ? lineWidth : w;
if(height)
*height = h;
}
void screen_get_string_size(float * width, float * height, const char * text, float scaleX, float scaleY)
{
screen_get_string_size_internal(width, height, text, scaleX, scaleY, false, false, 0);
}
void screen_get_string_size_wrap(float * width, float * height, const char * text, float scaleX, float scaleY, float wrapWidth)
{
screen_get_string_size_internal(width, height, text, scaleX, scaleY, false, true, wrapWidth);
}
float screen_get_string_width(const char * text, float scaleX, float scaleY)
{
float width = 0.0;
screen_get_string_size(&width, NULL, text, scaleX, scaleY);
return width;
}
float screen_get_string_height(const char * text, float scaleX, float scaleY)
{
float height = 0.0;
screen_get_string_size(NULL, &height, text, scaleX, scaleY);
return height;
}
static void setTextColor(u32 color)
{
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_RGB, GPU_CONSTANT, 0, 0);
C3D_TexEnvSrc(env, C3D_Alpha, GPU_TEXTURE0, GPU_CONSTANT, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_RGB, GPU_REPLACE);
C3D_TexEnvFunc(env, C3D_Alpha, GPU_MODULATE);
C3D_TexEnvColor(env, color);
}
static void screen_draw_string_internal(const char * text, float x, float y, float scaleX, float scaleY, u32 color, bool wrap, float wrapX)
{
if(text == NULL)
return;
setTextColor(color);
float stringWidth;
screen_get_string_size_internal(&stringWidth, NULL, text, scaleX, scaleY, false, wrap, wrapX - x);
float lineWidth;
screen_get_string_size_internal(&lineWidth, NULL, text, scaleX, scaleY, true, wrap, wrapX - x);
float currX = x;
int lastSheet = -1;
const uint8_t* p = (const uint8_t*) text;
const uint8_t* lastAlign = p;
u32 code = 0;
ssize_t units = -1;
while(*p && (units = decode_utf8(&code, p)) != -1 && code > 0)
{
p += units;
if(code == '\n' || (wrap && currX + scaleX * fontGetCharWidthInfo(fontGlyphIndexFromCodePoint(code))->charWidth >= wrapX))
{
lastAlign = p;
screen_get_string_size_internal(&lineWidth, NULL, (const char*) p, scaleX, scaleY, true, wrap, wrapX - x);
currX = x;
y += scaleY * fontGetInfo()->lineFeed;
}
if(code != '\n')
{
u32 num = 1;
if(code == '\t')
{
code = ' ';
num = 4 - (p - units - lastAlign) % 4;
lastAlign = p;
}
fontGlyphPos_s data;
fontCalcGlyphPos(&data, fontGlyphIndexFromCodePoint(code), GLYPH_POS_CALC_VTXCOORD, scaleX, scaleY);
if(data.sheetIndex != lastSheet)
{
lastSheet = data.sheetIndex;
C3D_TexBind(0, &glyphSheets[lastSheet]);
}
for(u32 i = 0; i < num; i++)
{
screen_draw_quad(currX + data.vtxcoord.left, y + data.vtxcoord.top, currX + data.vtxcoord.right, y + data.vtxcoord.bottom, data.texcoord.left, data.texcoord.bottom, data.texcoord.right, data.texcoord.top);
currX += data.xAdvance;
}
}
}
screen_set_blend(0, false, false);
}
void screen_draw_string(float x, float y, float scaleX, float scaleY, u32 color, const char * text)
{
screen_draw_string_internal(text, x, y, scaleX, scaleY, color, false, 0);
}
void screen_draw_stringf(float x, float y, float scaleX, float scaleY, u32 color, const char * text, ...)
{
char buffer[256];
va_list args;
va_start(args, text);
vsnprintf(buffer, 256, text, args);
screen_draw_string_internal(buffer, x, y, scaleX, scaleY, color, false, 0);
va_end(args);
}
void screen_draw_string_wrap(float x, float y, float scaleX, float scaleY, u32 color, float wrapX, const char * text)
{
screen_draw_string_internal(text, x, y, scaleX, scaleY, color, true, wrapX);
}
static void * screen_pool_memalign(u32 size, u32 alignment)
{
u32 new_index = (mempool_index + alignment - 1) & ~(alignment - 1);
if ((new_index + size) < mempool_size)
{
void *addr = (void *)((u32)mempool_addr + new_index);
mempool_index = new_index + size;
return addr;
}
return NULL;
}
static void setupVertices(vertexData * vertices)
{
C3D_TexEnv * env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
C3D_AttrInfo * attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3);
AttrInfo_AddLoader(attrInfo, 1, GPU_UNSIGNED_BYTE, 4);
C3D_BufInfo * bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vertices, sizeof(vertexData), 2, 0x10);
}
void screen_draw_rect(float x, float y, float width, float height, u32 color)
{
vertexData * vertices = (vertexData *)screen_pool_memalign(4 * sizeof(vertexData), 8);
if (!vertices)
return;
vertices[0].position = (vertex){x, y, 0.5f};
vertices[1].position = (vertex){x + width, y, 0.5f};
vertices[2].position = (vertex){x, y + height, 0.5f};
vertices[3].position = (vertex){x + width, y + height, 0.5f};
for (int i = 0; i <= 3; i++)
vertices[i].color = color;
setupVertices(vertices);
C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4);
}