ref: 8f87aa108e886fbd1d9c61d0b2146e73f5681f91
parent: 658c38b35057ad37f996866a0d3a10f0b10305ca
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Oct 14 15:27:18 EDT 2020
3DS - Add glyph rendering
--- a/src/Backends/Rendering/3DS.cpp
+++ b/src/Backends/Rendering/3DS.cpp
@@ -30,14 +30,12 @@
typedef struct RenderBackend_GlyphAtlas
{
+ RenderBackend_Surface *surface;
+ unsigned char *local_texture_buffer;
} RenderBackend_GlyphAtlas;
-/*
-static RenderBackend_Surface framebuffer;
static RenderBackend_GlyphAtlas *glyph_atlas;
-static RenderBackend_Surface *glyph_destination_surface;
-static unsigned char glyph_colour_channels[3];
-*/
+static C2D_ImageTint glyph_tint;
static C3D_RenderTarget *screen_render_target;
@@ -346,27 +344,114 @@
RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t width, size_t height)
{
+ RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas));
+
+ width = NextPowerOfTwo(width);
+ height = NextPowerOfTwo(height);
+
+ if (atlas != NULL)
+ {
+ atlas->local_texture_buffer = (unsigned char*)linearAlloc(width * height * 4);
+
+ if (atlas->local_texture_buffer != NULL)
+ {
+ atlas->surface = RenderBackend_CreateSurface(width, height, false);
+
+ if (atlas->surface != NULL)
+ return atlas;
+ else
+ Backend_PrintError("RenderBackend_CreateSurface failed in RenderBackend_CreateGlyphAtlas");
+
+ linearFree(atlas->local_texture_buffer);
+ }
+ else
+ {
+ Backend_PrintError("linearAlloc failed in RenderBackend_CreateGlyphAtlas");
+ }
+
+ free(atlas);
+ }
+ else
+ {
+ Backend_PrintError("malloc failed in RenderBackend_CreateGlyphAtlas");
+ }
+
+
return NULL;
}
void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas)
{
-
+ RenderBackend_FreeSurface(atlas->surface);
+ linearFree(atlas->local_texture_buffer);
+ free(atlas);
}
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)
{
-
+ // If we upload while drawing, we get corruption (visible after stage transitions)
+ if (frame_started)
+ {
+ C3D_FrameEnd(0);
+ frame_started = false;
+ }
+
+ for (size_t h = 0; h < height; ++h)
+ {
+ const unsigned char *source_pointer = &pixels[h * pitch];
+ unsigned char *destination_pointer = &atlas->local_texture_buffer[((y + h) * atlas->surface->width + x) * 4];
+
+ for (size_t w = 0; w < width; ++w)
+ {
+ *destination_pointer++ = *source_pointer++;
+ *destination_pointer++ = 0xFF;
+ *destination_pointer++ = 0xFF;
+ *destination_pointer++ = 0xFF;
+ }
+ }
+
+ GSPGPU_FlushDataCache(atlas->local_texture_buffer, atlas->surface->width * atlas->surface->height * 4);
+
+ C3D_SyncDisplayTransfer((u32*)atlas->local_texture_buffer, GX_BUFFER_DIM(atlas->surface->width, atlas->surface->height), (u32*)atlas->surface->texture.data, GX_BUFFER_DIM(atlas->surface->width, atlas->surface->height), TEXTURE_TRANSFER_FLAGS);
}
void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, unsigned char red, unsigned char green, unsigned char blue)
{
-
+ EnableAlpha(true);
+
+ if (!frame_started)
+ {
+ C3D_FrameBegin(0);
+ frame_started = true;
+ }
+
+ C2D_SceneBegin(destination_surface->render_target);
+
+ glyph_atlas = atlas;
+
+ C2D_PlainImageTint(&glyph_tint, C2D_Color32(red, green, blue, 0xFF), 1.0f);
}
void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height)
{
-
+ const float texture_left = (float)glyph_x / glyph_atlas->surface->texture.width;
+ const float texture_top = (float)(glyph_atlas->surface->texture.height - glyph_y) / glyph_atlas->surface->texture.height;
+ const float texture_right = (float)(glyph_x + glyph_width) / glyph_atlas->surface->texture.width;
+ const float texture_bottom = (float)(glyph_atlas->surface->texture.height - (glyph_y + glyph_height)) / glyph_atlas->surface->texture.height;
+
+ Tex3DS_SubTexture subtexture;
+ subtexture.width = glyph_width;
+ subtexture.height = glyph_height;
+ subtexture.left = texture_left;
+ subtexture.top = texture_top;
+ subtexture.right = texture_right;
+ subtexture.bottom = texture_bottom;
+
+ C2D_Image image;
+ image.tex = &glyph_atlas->surface->texture;
+ image.subtex = &subtexture;
+
+ C2D_DrawImageAt(image, x, y, 0.5f, &glyph_tint, 1.0f, 1.0f);
}
void RenderBackend_HandleRenderTargetLoss(void)
@@ -376,5 +461,8 @@
void RenderBackend_HandleWindowResize(size_t width, size_t height)
{
-
+ (void)width;
+ (void)height;
+
+ // Will never happen
}