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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This _program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This _program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this _program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301,
* USA.
*
*/
#include "backends/platform/3ds/osystem.h"
#include "backends/platform/3ds/shader_shbin.h"
#include "common/rect.h"
#include "options-dialog.h"
#include "config.h"
// Used to transfer the final rendered display to the framebuffer
#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))
namespace _3DS {
void OSystem_3DS::initGraphics() {
_pfGame = Graphics::PixelFormat::createFormatCLUT8();
_pfGameTexture = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0);
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the render targets
_renderTargetTop =
C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetClear(_renderTargetTop, C3D_CLEAR_ALL, 0x0000000, 0);
C3D_RenderTargetSetOutput(_renderTargetTop, GFX_TOP, GFX_LEFT,
DISPLAY_TRANSFER_FLAGS);
_renderTargetBottom =
C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetClear(_renderTargetBottom, C3D_CLEAR_ALL, 0x00000000, 0);
C3D_RenderTargetSetOutput(_renderTargetBottom, GFX_BOTTOM, GFX_LEFT,
DISPLAY_TRANSFER_FLAGS);
// Load and bind simple default shader (shader.v.pica)
_dvlb = DVLB_ParseFile((u32*)shader_shbin, shader_shbin_size);
shaderProgramInit(&_program);
shaderProgramSetVsh(&_program, &_dvlb->DVLE[0]);
C3D_BindProgram(&_program);
_projectionLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "projection");
_modelviewLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "modelView");
C3D_AttrInfo *attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
Mtx_OrthoTilt(&_projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0);
Mtx_OrthoTilt(&_projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0);
C3D_TexEnv *env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL);
C3D_CullFace(GPU_CULL_NONE);
}
void OSystem_3DS::destroyGraphics() {
_gameScreen.free();
_gameTopTexture.free();
_gameBottomTexture.free();
_overlay.free();
shaderProgramFree(&_program);
DVLB_Free(_dvlb);
C3D_RenderTargetDelete(_renderTargetTop);
C3D_RenderTargetDelete(_renderTargetBottom);
C3D_Fini();
}
bool OSystem_3DS::hasFeature(OSystem::Feature f) {
return (f == OSystem::kFeatureCursorPalette ||
f == OSystem::kFeatureOverlaySupportsAlpha);
}
void OSystem_3DS::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureCursorPalette:
_cursorPaletteEnabled = enable;
flushCursor();
break;
default:
break;
}
}
bool OSystem_3DS::getFeatureState(OSystem::Feature f) {
switch (f) {
case OSystem::kFeatureCursorPalette:
return _cursorPaletteEnabled;
default:
return false;
}
}
const OSystem::GraphicsMode *
OSystem_3DS::getSupportedGraphicsModes() const {
return s_graphicsModes;
}
int OSystem_3DS::getDefaultGraphicsMode() const {
return GFX_LINEAR;
}
bool OSystem_3DS::setGraphicsMode(int mode) {
return true;
}
void OSystem_3DS::resetGraphicsScale() {
debug("resetGraphicsScale");
}
int OSystem_3DS::getGraphicsMode() const {
return GFX_LINEAR;
}
void OSystem_3DS::initSize(uint width, uint height,
const Graphics::PixelFormat *format) {
debug("3ds initsize w:%d h:%d", width, height);
_gameWidth = width;
_gameHeight = height;
_gameTopTexture.create(width, height, _pfGameTexture);
_overlay.create(getOverlayWidth(), getOverlayHeight(), _pfGameTexture);
if (format) {
debug("pixelformat: %d %d %d %d %d", format->bytesPerPixel, format->rBits(), format->gBits(), format->bBits(), format->aBits());
_pfGame = *format;
}
_gameScreen.create(width, height, _pfGame);
_focusDirty = true;
_focusRect = Common::Rect(_gameWidth, _gameHeight);
updateSize();
}
void OSystem_3DS::updateSize() {
if (config.stretchToFit) {
_gameTopX = _gameTopY = _gameBottomX = _gameBottomY = 0;
_gameTopTexture.setScale(400.f / _gameWidth, 240.f / _gameHeight);
_gameBottomTexture.setScale(320.f / _gameWidth, 240.f / _gameHeight);
} else {
float ratio = static_cast<float>(_gameWidth) / _gameHeight;
if (ratio > 400.f / 240.f) {
float r = 400.f / _gameWidth;
_gameTopTexture.setScale(r, r);
_gameTopX = 0;
_gameTopY = (240.f - r * _gameHeight) / 2.f;
} else {
float r = 240.f / _gameHeight;
_gameTopTexture.setScale(r, r);
_gameTopY = 0;
_gameTopX = (400.f - r * _gameWidth) / 2.f;
}
if (ratio > 320.f / 240.f) {
float r = 320.f / _gameWidth;
_gameBottomTexture.setScale(r, r);
_gameBottomX = 0;
_gameBottomY = (240.f - r * _gameHeight) / 2.f;
} else {
float r = 240.f / _gameHeight;
_gameBottomTexture.setScale(r, r);
_gameBottomY = 0;
_gameBottomX = (320.f - r * _gameWidth) / 2.f;
}
}
_gameTopTexture.setPosition(_gameTopX, _gameTopY);
_gameBottomTexture.setPosition(_gameBottomX, _gameBottomY);
if (_overlayVisible)
_cursorTexture.setScale(1.f, 1.f);
else if (config.screen == kScreenTop)
_cursorTexture.setScale(_gameTopTexture.getScaleX(), _gameTopTexture.getScaleY());
else
_cursorTexture.setScale(_gameBottomTexture.getScaleX(), _gameBottomTexture.getScaleY());
}
Common::List<Graphics::PixelFormat> OSystem_3DS::getSupportedFormats() const {
Common::List<Graphics::PixelFormat> list;
list.push_back(Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)); // GPU_RGBA8
list.push_back(Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)); // GPU_RGB565
// list.push_back(Graphics::PixelFormat(3, 0, 0, 0, 8, 0, 8, 16, 0)); // GPU_RGB8
list.push_back(Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)); // RGB555 (needed for FMTOWNS?)
list.push_back(Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)); // GPU_RGBA5551
list.push_back(Graphics::PixelFormat::createFormatCLUT8());
return list;
}
void OSystem_3DS::beginGFXTransaction() {
//
}
OSystem::TransactionError OSystem_3DS::endGFXTransaction() {
return OSystem::kTransactionSuccess;
}
void OSystem_3DS::setPalette(const byte *colors, uint start, uint num) {
assert(start + num <= 256);
memcpy(_palette + 3 * start, colors, 3 * num);
// Manually update all color that were changed
if (_gameScreen.format.bytesPerPixel == 1) {
flushGameScreen();
}
}
void OSystem_3DS::grabPalette(byte *colors, uint start, uint num) const {
assert(start + num <= 256);
memcpy(colors, _palette + 3 * start, 3 * num);
}
void OSystem_3DS::copyRectToScreen(const void *buf, int pitch, int x,
int y, int w, int h) {
Common::Rect rect(x, y, x+w, y+h);
_gameScreen.copyRectToSurface(buf, pitch, x, y, w, h);
Graphics::Surface subSurface = _gameScreen.getSubArea(rect);
Graphics::Surface *convertedSubSurface = subSurface.convertTo(_pfGameTexture, _palette);
_gameTopTexture.copyRectToSurface(*convertedSubSurface, x, y, Common::Rect(w, h));
convertedSubSurface->free();
delete convertedSubSurface;
_gameTopTexture.markDirty();
}
void OSystem_3DS::flushGameScreen() {
Graphics::Surface *converted = _gameScreen.convertTo(_pfGameTexture, _palette);
_gameTopTexture.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h));
_gameTopTexture.markDirty();
converted->free();
delete converted;
}
Graphics::Surface *OSystem_3DS::lockScreen() {
return &_gameScreen;
}
void OSystem_3DS::unlockScreen() {
flushGameScreen();
}
void OSystem_3DS::updateScreen() {
if (sleeping || exiting)
return;
// updateFocus();
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
// Render top screen
C3D_FrameDrawOn(_renderTargetTop);
if (config.screen == kScreenTop || config.screen == kScreenBoth) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionTop);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameTopTexture.getMatrix());
_gameTopTexture.render();
_gameTopTexture.render();
if (_overlayVisible && config.screen == kScreenTop) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix());
_overlay.render();
}
if (_cursorVisible && config.showCursor && config.screen == kScreenTop) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix());
_cursorTexture.render();
}
}
// Render bottom screen
C3D_FrameDrawOn(_renderTargetBottom);
if (config.screen == kScreenBottom || config.screen == kScreenBoth) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionBottom);
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameBottomTexture.getMatrix());
_gameTopTexture.render();
_gameTopTexture.render();
if (_overlayVisible) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix());
_overlay.render();
}
if (_cursorVisible && config.showCursor) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix());
_cursorTexture.render();
}
}
C3D_FrameEnd(0);
}
void OSystem_3DS::setShakePos(int shakeOffset) {
// TODO: implement this in overlay, top screen, and mouse too
_screenShakeOffset = shakeOffset;
_gameTopTexture.setPosition(_gameTopX, _gameTopY + _gameTopTexture.getScaleY() * shakeOffset);
_gameBottomTexture.setPosition(_gameBottomX, _gameBottomY + _gameBottomTexture.getScaleY() * shakeOffset);
}
void OSystem_3DS::setFocusRectangle(const Common::Rect &rect) {
debug("setfocus: %d %d %d %d", rect.left, rect.top, rect.width(), rect.height());
_focusRect = rect;
_focusDirty = true;
_focusClearTime = 0;
}
void OSystem_3DS::clearFocusRectangle() {
_focusClearTime = getMillis();
}
void OSystem_3DS::updateFocus() {
if (_focusClearTime && getMillis() - _focusClearTime > 5000) {
_focusClearTime = 0;
_focusDirty = true;
_focusRect = Common::Rect(_gameWidth, _gameHeight);
}
if (_focusDirty) {
float duration = 1.f / 20.f; // Focus animation in frame duration
float w = 400.f;
float h = 240.f;
float ratio = _focusRect.width() / _focusRect.height();
if (ratio > w/h) {
_focusTargetScaleX = w / _focusRect.width();
float newHeight = (float)_focusRect.width() / w/h;
_focusTargetScaleY = h / newHeight;
_focusTargetPosX = _focusTargetScaleX * _focusRect.left;
_focusTargetPosY = _focusTargetScaleY * ((float)_focusRect.top - (newHeight - _focusRect.height())/2.f);
} else {
_focusTargetScaleY = h / _focusRect.height();
float newWidth = (float)_focusRect.height() * w/h;
_focusTargetScaleX = w / newWidth;
_focusTargetPosY = _focusTargetScaleY * _focusRect.top;
_focusTargetPosX = _focusTargetScaleX * ((float)_focusRect.left - (newWidth - _focusRect.width())/2.f);
}
if (_focusTargetPosX < 0 && _focusTargetScaleY != 240.f / _gameHeight)
_focusTargetPosX = 0;
if (_focusTargetPosY < 0 && _focusTargetScaleX != 400.f / _gameWidth)
_focusTargetPosY = 0;
_focusStepPosX = duration * (_focusTargetPosX - _focusPosX);
_focusStepPosY = duration * (_focusTargetPosY - _focusPosY);
_focusStepScaleX = duration * (_focusTargetScaleX - _focusScaleX);
_focusStepScaleY = duration * (_focusTargetScaleY - _focusScaleY);
}
if (_focusDirty || _focusPosX != _focusTargetPosX || _focusPosY != _focusTargetPosY ||
_focusScaleX != _focusTargetScaleX || _focusScaleY != _focusTargetScaleY) {
_focusDirty = false;
if ((_focusStepPosX > 0 && _focusPosX > _focusTargetPosX) || (_focusStepPosX < 0 && _focusPosX < _focusTargetPosX))
_focusPosX = _focusTargetPosX;
else if (_focusPosX != _focusTargetPosX)
_focusPosX += _focusStepPosX;
if ((_focusStepPosY > 0 && _focusPosY > _focusTargetPosY) || (_focusStepPosY < 0 && _focusPosY < _focusTargetPosY))
_focusPosY = _focusTargetPosY;
else if (_focusPosY != _focusTargetPosY)
_focusPosY += _focusStepPosY;
if ((_focusStepScaleX > 0 && _focusScaleX > _focusTargetScaleX) || (_focusStepScaleX < 0 && _focusScaleX < _focusTargetScaleX))
_focusScaleX = _focusTargetScaleX;
else if (_focusScaleX != _focusTargetScaleX)
_focusScaleX += _focusStepScaleX;
if ((_focusStepScaleY > 0 && _focusScaleY > _focusTargetScaleY) || (_focusStepScaleY < 0 && _focusScaleY < _focusTargetScaleY))
_focusScaleY = _focusTargetScaleY;
else if (_focusScaleY != _focusTargetScaleY)
_focusScaleY += _focusStepScaleY;
Mtx_Identity(&_focusMatrix);
Mtx_Translate(&_focusMatrix, -_focusPosX, -_focusPosY, 0);
Mtx_Scale(&_focusMatrix, _focusScaleX, _focusScaleY, 1.f);
}
}
void OSystem_3DS::showOverlay() {
_overlayVisible = true;
updateSize();
updateScreen();
}
void OSystem_3DS::hideOverlay() {
_overlayVisible = false;
updateSize();
updateScreen();
}
Graphics::PixelFormat OSystem_3DS::getOverlayFormat() const {
return _pfGameTexture;
}
void OSystem_3DS::clearOverlay() {
_overlay.clear();
}
void OSystem_3DS::grabOverlay(void *buf, int pitch) {
for (int y = 0; y < getOverlayHeight(); ++y) {
memcpy(buf, _overlay.getBasePtr(0, y), pitch);
}
}
void OSystem_3DS::copyRectToOverlay(const void *buf, int pitch, int x,
int y, int w, int h) {
_overlay.copyRectToSurface(buf, pitch, x, y, w, h);
_overlay.markDirty();
}
int16 OSystem_3DS::getOverlayHeight() {
return 240;
}
int16 OSystem_3DS::getOverlayWidth() {
return 320;
}
bool OSystem_3DS::showMouse(bool visible) {
_cursorVisible = visible;
flushCursor();
return !visible;
}
void OSystem_3DS::warpMouse(int x, int y) {
_cursorX = x;
_cursorY = y;
warning("x:%d y:%d", x, y);
// TODO: adjust for _cursorScalable ?
int offsetx = 0;
int offsety = 0;
x -= _cursorHotspotX;
y -= _cursorHotspotY;
if (!_overlayVisible) {
offsetx += config.screen == kScreenTop ? _gameTopX : _gameBottomX;
offsety += config.screen == kScreenTop ? _gameTopY : _gameBottomY;
}
float scalex = config.screen == kScreenTop ? (float)_gameTopTexture.actualWidth / _gameWidth : 1.f;
float scaley = config.screen == kScreenTop ? (float)_gameTopTexture.actualHeight / _gameHeight : 1.f;
_cursorTexture.setPosition(scalex * x + offsetx,
scaley * y + offsety);
}
void OSystem_3DS::setCursorDelta(float deltaX, float deltaY) {
_cursorDeltaX = deltaX;
_cursorDeltaY = deltaY;
}
void OSystem_3DS::setMouseCursor(const void *buf, uint w, uint h,
int hotspotX, int hotspotY,
uint32 keycolor, bool dontScale,
const Graphics::PixelFormat *format) {
_cursorScalable = !dontScale;
_cursorHotspotX = hotspotX;
_cursorHotspotY = hotspotY;
_cursorKeyColor = keycolor;
_pfCursor = !format ? Graphics::PixelFormat::createFormatCLUT8() : *format;
if (w != _cursor.w || h != _cursor.h || _cursor.format != _pfCursor) {
_cursor.create(w, h, _pfCursor);
_cursorTexture.create(w, h, _pfGameTexture);
}
_cursor.copyRectToSurface(buf, w, 0, 0, w, h);
flushCursor();
warpMouse(_cursorX, _cursorY);
}
void OSystem_3DS::setCursorPalette(const byte *colors, uint start, uint num) {
assert(start + num <= 256);
memcpy(_cursorPalette + 3 * start, colors, 3 * num);
_cursorPaletteEnabled = true;
flushCursor();
}
void OSystem_3DS::flushCursor() {
if (_cursor.getPixels()) {
Graphics::Surface *converted = _cursor.convertTo(_pfGameTexture, _cursorPaletteEnabled ? _cursorPalette : _palette);
_cursorTexture.copyRectToSurface(*converted, 0, 0, Common::Rect(converted->w, converted->h));
_cursorTexture.markDirty();
converted->free();
delete converted;
if (_pfCursor.bytesPerPixel == 1) {
uint* dest = (uint*) _cursorTexture.getPixels();
byte* src = (byte*) _cursor.getPixels();
for (int y = 0; y < _cursor.h; ++y) {
for (int x = 0; x < _cursor.w; ++x) {
if (*src++ == _cursorKeyColor)
*dest++ = 0;
else
dest++;
}
dest += _cursorTexture.w - _cursorTexture.actualWidth;
}
}
}
}
} // namespace _3DS
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