mirror of
https://github.com/wiiu-env/AutobootModule.git
synced 2024-11-28 21:44:17 +01:00
221 lines
9.9 KiB
C++
221 lines
9.9 KiB
C++
#include "SplashScreenDrawer.h"
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#include "ShaderSerializer.h"
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#include "TGATexture.h"
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#include "gfx.h"
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#include "logger.h"
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#include "utils.h"
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#include <fstream>
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#include <gx2/draw.h>
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#include <gx2/mem.h>
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#include <gx2r/draw.h>
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#include <whb/log.h>
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/*
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constexpr const char *s_textureVertexShader = R"(
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#version 450
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aTexCoord;
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layout(location = 0) out vec2 TexCoord;
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void main()
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{
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TexCoord = aTexCoord;
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gl_Position = vec4(aPos.x, aPos.y, 0.0f, 1.0f);
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}
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)";
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*/
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constexpr uint8_t s_textureVertexShaderCompiled[] = {
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0x00, 0x00, 0x01, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x01, 0xFF, 0xFF, 0xFF, 0x8A, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
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0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x00,
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0xFF, 0xFF, 0xFF, 0xFF, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0xFF,
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0x00, 0x00, 0x00, 0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0E,
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0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x80, 0x89, 0x00, 0x40, 0x01, 0xC0, 0xC8, 0x0F, 0x00, 0x94,
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0x3C, 0xA0, 0x00, 0xC0, 0x08, 0x0B, 0x00, 0x94, 0x05, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0xA0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x80,
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0x00, 0x00, 0x00, 0x80, 0x00, 0x0D, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0F, 0xFF,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x61, 0x50, 0x6F, 0x73,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x01,
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0x00, 0x00, 0x00, 0x00, 0x61, 0x54, 0x65, 0x78, 0x43, 0x6F, 0x6F, 0x72,
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0x64, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x01,
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0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00};
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/*
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constexpr const char *s_texturePixelShader = R"(
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#version 450
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#extension GL_ARB_shading_language_420pack: enable
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layout(location = 0) in vec2 TexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(binding = 0) uniform sampler2D inTexture;
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void main()
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{
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FragColor = texture(inTexture, TexCoord);
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}
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)";*/
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constexpr uint8_t s_texturePixelShaderCompiled[] = {
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0x00, 0x20, 0x00, 0x01, 0x00, 0x00, 0x00, 0x02, 0x10, 0x00, 0x00, 0x01,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x8A,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0F, 0x00, 0x00, 0x00, 0x01,
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0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20,
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0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x80, 0x00, 0x00, 0x00, 0xC0,
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0x88, 0x06, 0x20, 0x94, 0x10, 0x00, 0x00, 0x00, 0x00, 0x10, 0x0D, 0xF0,
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0x00, 0x00, 0x80, 0xFC, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x0F, 0xFF,
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0x00, 0x00, 0x00, 0x01, 0x69, 0x6E, 0x54, 0x65, 0x78, 0x74, 0x75, 0x72,
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0x65, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00};
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static GX2Texture *LoadTGAAsTexture(std::string_view path) {
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std::vector<uint8_t> buffer;
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if (!LoadFileIntoBuffer(path, buffer)) {
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return nullptr;
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}
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auto *texture = TGA_LoadTexture(buffer);
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if (texture == nullptr) {
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return nullptr;
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}
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return texture;
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}
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SplashScreenDrawer::SplashScreenDrawer(std::string_view meta_dir) {
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// create shader group
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mVertexShaderWrapper = DeserializeVertexShader(s_textureVertexShaderCompiled);
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mPixelShaderWrapper = DeserializePixelShader(s_texturePixelShaderCompiled);
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mShaderGroup = {};
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mShaderGroup.vertexShader = mVertexShaderWrapper->getVertexShader();
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mShaderGroup.pixelShader = mPixelShaderWrapper->getPixelShader();
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU_SHADER, mShaderGroup.vertexShader->program, mShaderGroup.vertexShader->size);
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GX2Invalidate(GX2_INVALIDATE_MODE_CPU_SHADER, mShaderGroup.pixelShader->program, mShaderGroup.pixelShader->size);
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GX2SetShaderMode(GX2_SHADER_MODE_UNIFORM_BLOCK);
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GfxInitShaderAttribute(&mShaderGroup, "aPos", 0, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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GfxInitShaderAttribute(&mShaderGroup, "aTexCoord", 1, 0, GX2_ATTRIB_FORMAT_FLOAT_32_32);
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GfxInitFetchShader(&mShaderGroup);
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// upload vertex position
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mPositionBuffer.flags = GX2R_RESOURCE_BIND_VERTEX_BUFFER | GX2R_RESOURCE_USAGE_CPU_READ | GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ;
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mPositionBuffer.elemSize = 2 * sizeof(float);
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mPositionBuffer.elemCount = 4;
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GX2RCreateBuffer(&mPositionBuffer);
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void *posUploadBuffer = GX2RLockBufferEx(&mPositionBuffer, GX2R_RESOURCE_BIND_NONE);
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memcpy(posUploadBuffer, mPositionData, mPositionBuffer.elemSize * mPositionBuffer.elemCount);
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GX2RUnlockBufferEx(&mPositionBuffer, GX2R_RESOURCE_BIND_NONE);
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// upload texture coords
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mTexCoordBuffer.flags = GX2R_RESOURCE_BIND_VERTEX_BUFFER | GX2R_RESOURCE_USAGE_CPU_READ | GX2R_RESOURCE_USAGE_CPU_WRITE | GX2R_RESOURCE_USAGE_GPU_READ;
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mTexCoordBuffer.elemSize = 2 * sizeof(float);
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mTexCoordBuffer.elemCount = 4;
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GX2RCreateBuffer(&mTexCoordBuffer);
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void *coordsUploadBuffer = GX2RLockBufferEx(&mTexCoordBuffer, GX2R_RESOURCE_BIND_NONE);
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memcpy(coordsUploadBuffer, mTexCoords, mTexCoordBuffer.elemSize * mTexCoordBuffer.elemCount);
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GX2RUnlockBufferEx(&mTexCoordBuffer, GX2R_RESOURCE_BIND_NONE);
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std::string bootTvTex = std::string(meta_dir).append("/bootTvTex.tga");
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std::string bootDrcTex = std::string(meta_dir).append("/bootDrcTex.tga");
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mTextureTV = LoadTGAAsTexture(bootTvTex);
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mTextureDRC = LoadTGAAsTexture(bootDrcTex);
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GX2Sampler sampler;
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GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
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}
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void SplashScreenDrawer::Draw() {
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if (!mTextureTV || !mTextureDRC) {
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DEBUG_FUNCTION_LINE_ERR("Textures are missing");
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return;
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}
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GfxBeginRender();
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GfxBeginRenderTV();
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GX2SetFetchShader(&mShaderGroup.fetchShader);
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GX2SetVertexShader(mShaderGroup.vertexShader);
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GX2SetPixelShader(mShaderGroup.pixelShader);
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GX2SetShaderMode(GX2_SHADER_MODE_UNIFORM_BLOCK);
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GX2RSetAttributeBuffer(&mPositionBuffer, 0, mPositionBuffer.elemSize, 0);
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GX2RSetAttributeBuffer(&mTexCoordBuffer, 1, mTexCoordBuffer.elemSize, 0);
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GX2SetPixelTexture(mTextureTV, mShaderGroup.pixelShader->samplerVars[0].location);
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GX2SetPixelSampler(&mSampler, mShaderGroup.pixelShader->samplerVars[0].location);
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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GfxFinishRenderTV();
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GfxBeginRenderDRC();
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GX2SetFetchShader(&mShaderGroup.fetchShader);
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GX2SetVertexShader(mShaderGroup.vertexShader);
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GX2SetPixelShader(mShaderGroup.pixelShader);
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GX2SetShaderMode(GX2_SHADER_MODE_UNIFORM_BLOCK);
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GX2RSetAttributeBuffer(&mPositionBuffer, 0, mPositionBuffer.elemSize, 0);
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GX2RSetAttributeBuffer(&mTexCoordBuffer, 1, mTexCoordBuffer.elemSize, 0);
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GX2SetPixelTexture(mTextureDRC, mShaderGroup.pixelShader->samplerVars[0].location);
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GX2SetPixelSampler(&mSampler, mShaderGroup.pixelShader->samplerVars[0].location);
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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GfxFinishRenderDRC();
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GfxFinishRender();
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}
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SplashScreenDrawer::~SplashScreenDrawer() {
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GX2RDestroyBufferEx(&mPositionBuffer, GX2R_RESOURCE_BIND_NONE);
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GX2RDestroyBufferEx(&mTexCoordBuffer, GX2R_RESOURCE_BIND_NONE);
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if (mTextureTV) {
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if (mTextureTV->surface.image != nullptr) {
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free(mTextureTV->surface.image);
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mTextureTV->surface.image = nullptr;
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}
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::free(mTextureTV);
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mTextureTV = nullptr;
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}
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if (mTextureDRC) {
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if (mTextureDRC->surface.image != nullptr) {
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free(mTextureDRC->surface.image);
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mTextureDRC->surface.image = nullptr;
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}
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::free(mTextureDRC);
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mTextureDRC = nullptr;
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}
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}
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