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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "backends/platform/3ds/osystem.h"
#include "backends/platform/3ds/sprite.h"
#include "common/algorithm.h"
#include "common/util.h"
namespace N3DS {
Sprite::Sprite()
: textureTransferFlags(0)
, dirtyPixels(true)
, dirtyMatrix(true)
, actualWidth(0)
, actualHeight(0)
, posX(0)
, posY(0)
, offsetX(0)
, offsetY(0)
, scaleX(1.f)
, scaleY(1.f)
{
Mtx_Identity(&modelview);
vertices = (vertex *)linearAlloc(sizeof(vertex) * 4);
}
Sprite::~Sprite() {
free();
linearFree(vertices);
}
void Sprite::create(uint16 width, uint16 height, const GfxMode3DS *mode, bool vram) {
int16 wPow = MAX<uint16>(Common::nextHigher2(width), 64u);
int16 hPow = MAX<uint16>(Common::nextHigher2(height), 64u);
bool pwrW_hChanged = (wPow != w) || (hPow != h);
bool sfcBppChanged = (mode->surfaceFormat.bytesPerPixel != format.bytesPerPixel);
bool texFmtChanged = (mode->textureFormat != texture.fmt);
bool srfDataReinitNeeded = (pwrW_hChanged || sfcBppChanged || !pixels);
bool textureReinitNeeded = (pwrW_hChanged || texFmtChanged || !texture.data);
actualWidth = width;
actualHeight = height;
format = mode->surfaceFormat;
textureTransferFlags = mode->textureTransferFlags;
w = wPow;
h = hPow;
pitch = w * format.bytesPerPixel;
dirtyPixels = true;
if (width && height) {
// Don't needlessly reinitialize surface pixels.
if (srfDataReinitNeeded) {
linearFree(pixels);
pixels = linearAlloc(h * pitch);
}
// Don't needlessly reinitialize C3D_Tex data.
if (textureReinitNeeded) {
C3D_TexDelete(&texture);
if (vram) {
if (!C3D_TexInitVRAM(&texture, w, h, mode->textureFormat))
C3D_TexInit(&texture, w, h, mode->textureFormat);
} else
C3D_TexInit(&texture, w, h, mode->textureFormat);
}
assert(pixels && texture.data);
clear();
}
float x = 0.f, y = 0.f;
float u = (float)width/w;
float v = (float)height/h;
vertex tmp[4] = {
{{x, y, 0.5f}, {0, 0}},
{{x+width, y, 0.5f}, {u, 0}},
{{x, y+height, 0.5f}, {0, v}},
{{x+width, y+height, 0.5f}, {u, v}},
};
memcpy(vertices, tmp, sizeof(vertex) * 4);
}
void Sprite::free() {
linearFree(pixels);
C3D_TexDelete(&texture);
pixels = 0;
w = h = pitch = 0;
actualWidth = actualHeight = 0;
format = Graphics::PixelFormat();
}
void Sprite::convertToInPlace(const Graphics::PixelFormat &dstFormat, const byte *palette) {
//
}
void Sprite::transfer() {
if (pixels && dirtyPixels) {
dirtyPixels = false;
GSPGPU_FlushDataCache(pixels, w * h * format.bytesPerPixel);
C3D_SyncDisplayTransfer((u32*)pixels, GX_BUFFER_DIM(w, h), (u32*)texture.data, GX_BUFFER_DIM(w, h), textureTransferFlags);
}
}
void Sprite::render() {
C3D_TexBind(0, &texture);
C3D_BufInfo *bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vertices, sizeof(vertex), 2, 0x10);
C3D_DrawArrays(GPU_TRIANGLE_STRIP, 0, 4);
}
void Sprite::clear(uint32 color) {
dirtyPixels = true;
memset(pixels, color, w * h * format.bytesPerPixel);
}
void Sprite::setScale (float x, float y) {
if (x != scaleX || y != scaleY) {
scaleX = x;
scaleY = y;
dirtyMatrix = true;
}
}
void Sprite::setPosition(int x, int y) {
if (x != posX || y != posY) {
posX = x;
posY = y;
dirtyMatrix = true;
}
}
void Sprite::setOffset(uint16 x, uint16 y) {
offsetX = x;
offsetY = y;
dirtyMatrix = true;
}
C3D_Mtx* Sprite::getMatrix() {
if (dirtyMatrix) {
dirtyMatrix = false;
Mtx_Identity(&modelview);
Mtx_Scale(&modelview, scaleX, scaleY, 1.f);
Mtx_Translate(&modelview, posX - offsetX, posY - offsetY, 0, true);
}
return &modelview;
}
void Sprite::setFilteringMode(bool enableLinearFiltering) {
GPU_TEXTURE_FILTER_PARAM filteringMode = enableLinearFiltering ? GPU_LINEAR : GPU_NEAREST;
C3D_TexSetFilter(&texture, filteringMode, filteringMode);
}
} // namespace N3DS
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