mirror of
https://github.com/wiiu-env/ftpiiu_plugin.git
synced 2024-11-16 17:59:19 +01:00
726 lines
22 KiB
C++
726 lines
22 KiB
C++
// ftpd is a server implementation based on the following:
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// - RFC 959 (https://tools.ietf.org/html/rfc959)
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// - RFC 3659 (https://tools.ietf.org/html/rfc3659)
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// - suggested implementation details from https://cr.yp.to/ftp/filesystem.html
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//
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// Copyright (C) 2020 Michael Theall
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#ifndef CLASSIC
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#include "imgui_citro3d.h"
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#include <citro3d.h>
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#include "vshader_shbin.h"
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#include "imgui.h"
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#include <algorithm>
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#include <cstdlib>
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#include <cstring>
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#include <vector>
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namespace
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{
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/// \brief 3DS font glyph ranges
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std::vector<ImWchar> s_fontRanges;
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/// \brief Vertex shader
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DVLB_s *s_vsh = nullptr;
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/// \brief Vertex shader program
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shaderProgram_s s_program;
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/// \brief Projection matrix uniform location
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int s_projLocation;
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/// \brief Top screen projection matrix
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C3D_Mtx s_projTop;
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/// \brief Bottom screen projection matrix
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C3D_Mtx s_projBottom;
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/// \brief System font textures
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std::vector<C3D_Tex> s_fontTextures;
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/// \brief Text scale
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float s_textScale;
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/// \brief Scissor test bounds
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std::uint32_t s_boundScissor[4];
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/// \brief Currently bound vertex data
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ImDrawVert *s_boundVtxData;
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/// \brief Currently bound texture
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C3D_Tex *s_boundTexture;
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/// \brief Vertex data buffer
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ImDrawVert *s_vtxData = nullptr;
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/// \brief Size of vertex data buffer
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std::size_t s_vtxSize = 0;
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/// \brief Index data buffer
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ImDrawIdx *s_idxData = nullptr;
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/// \brief Size of index data buffer
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std::size_t s_idxSize = 0;
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/// \brief Get code point from glyph index
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/// \param font_ Font to search
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/// \param glyphIndex_ Glyph index
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std::uint32_t fontCodePointFromGlyphIndex (CFNT_s *const font_, int const glyphIndex_)
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{
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for (auto cmap = fontGetInfo (font_)->cmap; cmap; cmap = cmap->next)
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{
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switch (cmap->mappingMethod)
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{
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case CMAP_TYPE_DIRECT:
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assert (cmap->codeEnd >= cmap->codeBegin);
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if (glyphIndex_ >= cmap->indexOffset &&
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glyphIndex_ <= cmap->codeEnd - cmap->codeBegin + cmap->indexOffset)
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return glyphIndex_ - cmap->indexOffset + cmap->codeBegin;
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break;
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case CMAP_TYPE_TABLE:
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for (int i = 0; i <= cmap->codeEnd - cmap->codeBegin; ++i)
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{
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if (cmap->indexTable[i] == glyphIndex_)
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return cmap->codeBegin + i;
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}
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break;
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case CMAP_TYPE_SCAN:
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for (unsigned i = 0; i < cmap->nScanEntries; ++i)
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{
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assert (cmap->scanEntries[i].code >= cmap->codeBegin);
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assert (cmap->scanEntries[i].code <= cmap->codeEnd);
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if (glyphIndex_ == cmap->scanEntries[i].glyphIndex)
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return cmap->scanEntries[i].code;
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}
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break;
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}
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}
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return 0;
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}
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/// \brief Setup render state
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/// \param screen_ Whether top or bottom screen
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void setupRenderState (gfxScreen_t const screen_)
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{
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// disable face culling
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C3D_CullFace (GPU_CULL_NONE);
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// configure attributes for user with vertex shader
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auto const attrInfo = C3D_GetAttrInfo ();
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AttrInfo_Init (attrInfo);
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AttrInfo_AddLoader (attrInfo, 0, GPU_FLOAT, 2); // v0 = inPos
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AttrInfo_AddLoader (attrInfo, 1, GPU_FLOAT, 2); // v1 = inUv
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AttrInfo_AddLoader (attrInfo, 2, GPU_UNSIGNED_BYTE, 4); // v2 = inColor
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// clear bindings
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std::memset (s_boundScissor, 0xFF, sizeof (s_boundScissor));
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s_boundVtxData = nullptr;
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s_boundTexture = nullptr;
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// bind program
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C3D_BindProgram (&s_program);
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// enable depth test
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C3D_DepthTest (true, GPU_GREATER, GPU_WRITE_COLOR);
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// enable alpha blending
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C3D_AlphaBlend (GPU_BLEND_ADD,
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GPU_BLEND_ADD,
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GPU_SRC_ALPHA,
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GPU_ONE_MINUS_SRC_ALPHA,
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GPU_SRC_ALPHA,
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GPU_ONE_MINUS_SRC_ALPHA);
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// apply projection matrix
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if (screen_ == GFX_TOP)
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C3D_FVUnifMtx4x4 (GPU_VERTEX_SHADER, s_projLocation, &s_projTop);
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else
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C3D_FVUnifMtx4x4 (GPU_VERTEX_SHADER, s_projLocation, &s_projBottom);
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}
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}
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void imgui::citro3d::init ()
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{
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// setup back-end capabilities flags
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auto &io = ImGui::GetIO ();
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io.BackendRendererName = "citro3d";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;
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// load vertex shader
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s_vsh = DVLB_ParseFile (
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const_cast<std::uint32_t *> (reinterpret_cast<std::uint32_t const *> (vshader_shbin)),
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vshader_shbin_size);
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// initialize vertex shader program
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shaderProgramInit (&s_program);
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shaderProgramSetVsh (&s_program, &s_vsh->DVLE[0]);
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// get projection matrix uniform location
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s_projLocation = shaderInstanceGetUniformLocation (s_program.vertexShader, "proj");
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// allocate vertex data buffer
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s_vtxSize = 65536;
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s_vtxData = reinterpret_cast<ImDrawVert *> (linearAlloc (sizeof (ImDrawVert) * s_vtxSize));
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assert (s_vtxData);
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// allocate index data buffer
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s_idxSize = 65536;
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s_idxData = reinterpret_cast<ImDrawIdx *> (linearAlloc (sizeof (ImDrawIdx) * s_idxSize));
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assert (s_idxData);
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// ensure the shared system font is mapped
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if (R_FAILED (fontEnsureMapped ()))
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assert (false);
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// load the glyph texture sheets
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auto const font = fontGetSystemFont ();
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auto const fontInfo = fontGetInfo (font);
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auto const glyphInfo = fontGetGlyphInfo (font);
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assert (s_fontTextures.empty ());
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s_fontTextures.resize (glyphInfo->nSheets + 1);
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std::memset (s_fontTextures.data (), 0x00, s_fontTextures.size () * sizeof (s_fontTextures[0]));
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s_textScale = 30.0f / glyphInfo->cellHeight;
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// use system font sheets as citro3d textures
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for (unsigned i = 0; i < glyphInfo->nSheets; ++i)
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{
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auto &tex = s_fontTextures[i];
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tex.data = fontGetGlyphSheetTex (font, i);
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assert (tex.data);
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tex.fmt = static_cast<GPU_TEXCOLOR> (glyphInfo->sheetFmt);
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tex.size = glyphInfo->sheetSize;
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tex.width = glyphInfo->sheetWidth;
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tex.height = glyphInfo->sheetHeight;
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tex.param = GPU_TEXTURE_MAG_FILTER (GPU_LINEAR) | GPU_TEXTURE_MIN_FILTER (GPU_LINEAR) |
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GPU_TEXTURE_WRAP_S (GPU_REPEAT) | GPU_TEXTURE_WRAP_T (GPU_REPEAT);
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tex.border = 0xFFFFFFFF;
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tex.lodParam = 0;
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}
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{
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// create texture for ImGui's white pixel
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auto &tex = s_fontTextures[glyphInfo->nSheets];
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C3D_TexInit (&tex, 8, 8, GPU_A4);
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// fill texture with full alpha
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std::uint32_t size;
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auto data = C3D_Tex2DGetImagePtr (&tex, 0, &size);
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assert (data);
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assert (size);
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std::memset (data, 0xFF, size);
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}
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// get alternate character glyph
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ImWchar alterChar = fontCodePointFromGlyphIndex (font, fontInfo->alterCharIndex);
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if (!alterChar)
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alterChar = '?';
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// collect character map
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std::vector<ImWchar> charSet;
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for (auto cmap = fontInfo->cmap; cmap; cmap = cmap->next)
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{
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switch (cmap->mappingMethod)
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{
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case CMAP_TYPE_DIRECT:
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assert (cmap->codeEnd >= cmap->codeBegin);
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charSet.reserve (charSet.size () + cmap->codeEnd - cmap->codeBegin + 1);
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for (auto i = cmap->codeBegin; i <= cmap->codeEnd; ++i)
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{
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if (cmap->indexOffset + (i - cmap->codeBegin) == 0xFFFF)
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break;
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charSet.emplace_back (i);
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}
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break;
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case CMAP_TYPE_TABLE:
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assert (cmap->codeEnd >= cmap->codeBegin);
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charSet.reserve (charSet.size () + cmap->codeEnd - cmap->codeBegin + 1);
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for (auto i = cmap->codeBegin; i <= cmap->codeEnd; ++i)
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{
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if (cmap->indexTable[i - cmap->codeBegin] == 0xFFFF)
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continue;
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charSet.emplace_back (i);
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}
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break;
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case CMAP_TYPE_SCAN:
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charSet.reserve (charSet.size () + cmap->nScanEntries);
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for (unsigned i = 0; i < cmap->nScanEntries; ++i)
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{
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assert (cmap->scanEntries[i].code >= cmap->codeBegin);
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assert (cmap->scanEntries[i].code <= cmap->codeEnd);
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if (cmap->scanEntries[i].glyphIndex == 0xFFFF)
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continue;
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charSet.emplace_back (cmap->scanEntries[i].code);
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}
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break;
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}
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}
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assert (!charSet.empty ());
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// deduplicate character map
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std::sort (std::begin (charSet), std::end (charSet));
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charSet.erase (std::unique (std::begin (charSet), std::end (charSet)), std::end (charSet));
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// fill in font glyph ranges
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auto it = std::begin (charSet);
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ImWchar start = *it++;
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ImWchar prev = start;
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while (it != std::end (charSet))
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{
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if (*it != prev + 1)
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{
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s_fontRanges.emplace_back (start);
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s_fontRanges.emplace_back (prev);
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start = *it;
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}
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prev = *it++;
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}
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s_fontRanges.emplace_back (start);
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s_fontRanges.emplace_back (prev);
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// terminate glyph ranges
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s_fontRanges.emplace_back (0);
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// initialize font atlas
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auto const atlas = ImGui::GetIO ().Fonts;
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atlas->Clear ();
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atlas->TexWidth = glyphInfo->sheetWidth;
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atlas->TexHeight = glyphInfo->sheetHeight * glyphInfo->nSheets;
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atlas->TexUvScale = ImVec2 (1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
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atlas->TexUvWhitePixel = ImVec2 (0.5f * 0.125f, glyphInfo->nSheets + 0.5f * 0.125f);
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atlas->TexPixelsAlpha8 = static_cast<unsigned char *> (IM_ALLOC (1)); // dummy allocation
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// initialize font config
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ImFontConfig config;
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config.FontData = nullptr;
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config.FontDataSize = 0;
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config.FontDataOwnedByAtlas = true;
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config.FontNo = 0;
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config.SizePixels = 14.0f;
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config.OversampleH = 3;
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config.OversampleV = 1;
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config.PixelSnapH = false;
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config.GlyphExtraSpacing = ImVec2 (0.0f, 0.0f);
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config.GlyphOffset = ImVec2 (0.0f, 0.0f);
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config.GlyphRanges = s_fontRanges.data ();
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config.GlyphMinAdvanceX = 0.0f;
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config.GlyphMaxAdvanceX = std::numeric_limits<float>::max ();
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config.MergeMode = false;
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config.RasterizerFlags = 0;
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config.RasterizerMultiply = 1.0f;
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config.EllipsisChar = 0x2026;
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std::memset (config.Name, 0, sizeof (config.Name));
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// create font
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auto const imFont = IM_NEW (ImFont);
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config.DstFont = imFont;
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// add config and font to atlas
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atlas->ConfigData.push_back (config);
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atlas->Fonts.push_back (imFont);
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atlas->SetTexID (s_fontTextures.data ());
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// initialize font
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imFont->FallbackAdvanceX = fontInfo->defaultWidth.charWidth;
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imFont->FontSize = fontInfo->lineFeed;
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imFont->DisplayOffset.x = 0.0f;
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imFont->DisplayOffset.y = fontInfo->ascent * 0.5f;
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imFont->ContainerAtlas = atlas;
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imFont->ConfigData = &atlas->ConfigData[0];
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imFont->ConfigDataCount = 1;
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imFont->FallbackChar = alterChar;
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imFont->EllipsisChar = config.EllipsisChar;
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imFont->Scale = s_textScale * 0.5f;
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imFont->Ascent = fontInfo->ascent;
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imFont->Descent = 0.0f;
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// add glyphs to font
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fontGlyphPos_s glyphPos;
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for (auto const &code : charSet)
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{
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auto const glyphIndex = fontGlyphIndexFromCodePoint (font, code);
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assert (glyphIndex >= 0);
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assert (glyphIndex < 0xFFFF);
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// calculate glyph metrics
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fontCalcGlyphPos (&glyphPos,
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font,
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glyphIndex,
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GLYPH_POS_CALC_VTXCOORD | GLYPH_POS_AT_BASELINE,
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1.0f,
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1.0f);
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assert (glyphPos.sheetIndex >= 0);
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assert (static_cast<std::size_t> (glyphPos.sheetIndex) < s_fontTextures.size ());
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// add glyph to font
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imFont->AddGlyph (code,
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glyphPos.vtxcoord.left,
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glyphPos.vtxcoord.top,
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glyphPos.vtxcoord.right,
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glyphPos.vtxcoord.bottom,
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glyphPos.texcoord.left,
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glyphPos.sheetIndex + glyphPos.texcoord.top,
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glyphPos.texcoord.right,
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glyphPos.sheetIndex + glyphPos.texcoord.bottom,
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glyphPos.xAdvance);
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}
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// build lookup table
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imFont->BuildLookupTable ();
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}
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void imgui::citro3d::exit ()
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{
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// free vertex/index data buffers
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linearFree (s_idxData);
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linearFree (s_vtxData);
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// delete ImGui white pixel texture
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assert (!s_fontTextures.empty ());
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C3D_TexDelete (&s_fontTextures.back ());
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// free shader program
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shaderProgramFree (&s_program);
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DVLB_Free (s_vsh);
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}
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void imgui::citro3d::render (C3D_RenderTarget *const top_, C3D_RenderTarget *const bottom_)
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{
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// get draw data
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auto const drawData = ImGui::GetDrawData ();
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if (drawData->CmdListsCount <= 0)
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return;
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// get framebuffer dimensions
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unsigned width = drawData->DisplaySize.x * drawData->FramebufferScale.x;
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unsigned height = drawData->DisplaySize.y * drawData->FramebufferScale.y;
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if (width <= 0 || height <= 0)
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return;
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// initialize projection matrices
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Mtx_OrthoTilt (&s_projTop,
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0.0f,
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drawData->DisplaySize.x,
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drawData->DisplaySize.y * 0.5f,
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0.0f,
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-1.0f,
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1.0f,
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false);
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Mtx_OrthoTilt (&s_projBottom,
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drawData->DisplaySize.x * 0.1f,
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drawData->DisplaySize.x * 0.9f,
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drawData->DisplaySize.y,
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drawData->DisplaySize.y * 0.5f,
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-1.0f,
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1.0f,
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false);
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// check if we need to grow vertex data buffer
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if (s_vtxSize < static_cast<std::size_t> (drawData->TotalVtxCount))
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{
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linearFree (s_vtxData);
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// add 10% to avoid growing many frames in a row
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s_vtxSize = drawData->TotalVtxCount * 1.1f;
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s_vtxData = reinterpret_cast<ImDrawVert *> (linearAlloc (sizeof (ImDrawVert) * s_vtxSize));
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assert (s_vtxData);
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}
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// check if we need to grow index data buffer
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if (s_idxSize < static_cast<std::size_t> (drawData->TotalIdxCount))
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{
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// add 10% to avoid growing many frames in a row
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s_idxSize = drawData->TotalIdxCount * 1.1f;
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s_idxData = reinterpret_cast<ImDrawIdx *> (linearAlloc (sizeof (ImDrawIdx) * s_idxSize));
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assert (s_idxData);
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}
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// will project scissor/clipping rectangles into framebuffer space
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// (0,0) unless using multi-viewports
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auto const clipOff = drawData->DisplayPos;
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// (1,1) unless using retina display which are often (2,2)
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auto const clipScale = drawData->FramebufferScale;
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// copy data into vertex/index buffers
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std::size_t offsetVtx = 0;
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std::size_t offsetIdx = 0;
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for (int i = 0; i < drawData->CmdListsCount; ++i)
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{
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auto const &cmdList = *drawData->CmdLists[i];
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// double check that we don't overrun vertex/index data buffers
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assert (s_vtxSize - offsetVtx >= static_cast<std::size_t> (cmdList.VtxBuffer.Size));
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assert (s_idxSize - offsetIdx >= static_cast<std::size_t> (cmdList.IdxBuffer.Size));
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// copy vertex/index data into buffers
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std::memcpy (&s_vtxData[offsetVtx],
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cmdList.VtxBuffer.Data,
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sizeof (ImDrawVert) * cmdList.VtxBuffer.Size);
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std::memcpy (&s_idxData[offsetIdx],
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cmdList.IdxBuffer.Data,
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sizeof (ImDrawIdx) * cmdList.IdxBuffer.Size);
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offsetVtx += cmdList.VtxBuffer.Size;
|
|
offsetIdx += cmdList.IdxBuffer.Size;
|
|
}
|
|
|
|
for (auto const &screen : {GFX_TOP, GFX_BOTTOM})
|
|
{
|
|
if (screen == GFX_TOP)
|
|
C3D_FrameDrawOn (top_);
|
|
else
|
|
C3D_FrameDrawOn (bottom_);
|
|
|
|
setupRenderState (screen);
|
|
|
|
offsetVtx = 0;
|
|
offsetIdx = 0;
|
|
|
|
// render command lists
|
|
for (int i = 0; i < drawData->CmdListsCount; ++i)
|
|
{
|
|
auto const &cmdList = *drawData->CmdLists[i];
|
|
for (auto const &cmd : cmdList.CmdBuffer)
|
|
{
|
|
if (cmd.UserCallback)
|
|
{
|
|
// user callback, registered via ImDrawList::AddCallback()
|
|
// (ImDrawCallback_ResetRenderState is a special callback value used by the user
|
|
// to request the renderer to reset render state.)
|
|
if (cmd.UserCallback == ImDrawCallback_ResetRenderState)
|
|
setupRenderState (screen);
|
|
else
|
|
cmd.UserCallback (&cmdList, &cmd);
|
|
}
|
|
else
|
|
{
|
|
// project scissor/clipping rectangles into framebuffer space
|
|
ImVec4 clip;
|
|
clip.x = (cmd.ClipRect.x - clipOff.x) * clipScale.x;
|
|
clip.y = (cmd.ClipRect.y - clipOff.y) * clipScale.y;
|
|
clip.z = (cmd.ClipRect.z - clipOff.x) * clipScale.x;
|
|
clip.w = (cmd.ClipRect.w - clipOff.y) * clipScale.y;
|
|
|
|
if (clip.x >= width || clip.y >= height || clip.z < 0.0f || clip.w < 0.0f)
|
|
continue;
|
|
if (clip.x < 0.0f)
|
|
clip.x = 0.0f;
|
|
if (clip.y < 0.0f)
|
|
clip.y = 0.0f;
|
|
if (clip.z > width)
|
|
clip.z = width;
|
|
if (clip.w > height)
|
|
clip.z = height;
|
|
|
|
if (screen == GFX_TOP)
|
|
{
|
|
// check if clip starts on bottom screen
|
|
if (clip.y > height * 0.5f)
|
|
continue;
|
|
|
|
// convert from framebuffer space to screen space (3DS screen rotation)
|
|
auto const x1 =
|
|
std::clamp<unsigned> (height * 0.5f - clip.w, 0, height * 0.5f);
|
|
auto const y1 = std::clamp<unsigned> (width - clip.z, 0, width);
|
|
auto const x2 =
|
|
std::clamp<unsigned> (height * 0.5f - clip.y, 0, height * 0.5f);
|
|
auto const y2 = std::clamp<unsigned> (width - clip.x, 0, width);
|
|
|
|
// check if scissor needs to be updated
|
|
if (s_boundScissor[0] != x1 || s_boundScissor[1] != y1 ||
|
|
s_boundScissor[2] != x2 || s_boundScissor[3] != y2)
|
|
{
|
|
s_boundScissor[0] = x1;
|
|
s_boundScissor[1] = y1;
|
|
s_boundScissor[2] = x2;
|
|
s_boundScissor[3] = y2;
|
|
C3D_SetScissor (GPU_SCISSOR_NORMAL, x1, y1, x2, y2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// check if clip ends on top screen
|
|
if (clip.w < height * 0.5f)
|
|
continue;
|
|
|
|
// check if clip ends before left edge of bottom screen
|
|
if (clip.z < width * 0.1f)
|
|
continue;
|
|
|
|
// check if clip starts after right edge of bottom screen
|
|
if (clip.x > width * 0.9f)
|
|
continue;
|
|
|
|
// convert from framebuffer space to screen space
|
|
// (3DS screen rotation + bottom screen offset)
|
|
auto const x1 = std::clamp<unsigned> (height - clip.w, 0, height * 0.5f);
|
|
auto const y1 =
|
|
std::clamp<unsigned> (width * 0.9f - clip.z, 0, width * 0.8f);
|
|
auto const x2 = std::clamp<unsigned> (height - clip.y, 0, height * 0.5f);
|
|
auto const y2 =
|
|
std::clamp<unsigned> (width * 0.9f - clip.x, 0, width * 0.8f);
|
|
|
|
// check if scissor needs to be updated
|
|
if (s_boundScissor[0] != x1 || s_boundScissor[1] != y1 ||
|
|
s_boundScissor[2] != x2 || s_boundScissor[3] != y2)
|
|
{
|
|
s_boundScissor[0] = x1;
|
|
s_boundScissor[1] = y1;
|
|
s_boundScissor[2] = x2;
|
|
s_boundScissor[3] = y2;
|
|
C3D_SetScissor (GPU_SCISSOR_NORMAL, x1, y1, x2, y2);
|
|
}
|
|
}
|
|
|
|
// check if we need to update vertex data binding
|
|
auto const vtxData = &s_vtxData[cmd.VtxOffset + offsetVtx];
|
|
if (vtxData != s_boundVtxData)
|
|
{
|
|
s_boundVtxData = vtxData;
|
|
auto const bufInfo = C3D_GetBufInfo ();
|
|
BufInfo_Init (bufInfo);
|
|
BufInfo_Add (bufInfo, vtxData, sizeof (ImDrawVert), 3, 0x210);
|
|
}
|
|
|
|
// check if we need to update texture binding
|
|
auto tex = static_cast<C3D_Tex *> (cmd.TextureId);
|
|
if (tex == s_fontTextures.data ())
|
|
{
|
|
assert (cmd.ElemCount % 3 == 0);
|
|
|
|
// get sheet number from uv coords
|
|
auto const getSheet = [] (auto const vtx_, auto const idx_) {
|
|
unsigned const sheet = std::min (
|
|
{vtx_[idx_[0]].uv.y, vtx_[idx_[1]].uv.y, vtx_[idx_[2]].uv.y});
|
|
|
|
// assert that these three vertices use the same sheet
|
|
for (unsigned i = 0; i < 3; ++i)
|
|
assert (vtx_[idx_[i]].uv.y - sheet <= 1.0f);
|
|
|
|
assert (sheet < s_fontTextures.size ());
|
|
return sheet;
|
|
};
|
|
|
|
/// \todo avoid repeating this work?
|
|
for (unsigned i = 0; i < cmd.ElemCount; i += 3)
|
|
{
|
|
auto const idx = &cmdList.IdxBuffer.Data[cmd.IdxOffset + i];
|
|
auto const vtx = &cmdList.VtxBuffer.Data[cmd.VtxOffset];
|
|
auto drawVtx = &s_vtxData[cmd.VtxOffset + offsetVtx];
|
|
|
|
auto const sheet = getSheet (vtx, idx);
|
|
if (sheet != 0)
|
|
{
|
|
float dummy;
|
|
drawVtx[idx[0]].uv.y = std::modf (drawVtx[idx[0]].uv.y, &dummy);
|
|
drawVtx[idx[1]].uv.y = std::modf (drawVtx[idx[1]].uv.y, &dummy);
|
|
drawVtx[idx[2]].uv.y = std::modf (drawVtx[idx[2]].uv.y, &dummy);
|
|
}
|
|
}
|
|
|
|
// initialize texture binding
|
|
unsigned boundSheet = getSheet (&cmdList.VtxBuffer.Data[cmd.VtxOffset],
|
|
&cmdList.IdxBuffer.Data[cmd.IdxOffset]);
|
|
|
|
assert (boundSheet < s_fontTextures.size ());
|
|
C3D_TexBind (0, &s_fontTextures[boundSheet]);
|
|
|
|
unsigned offset = 0;
|
|
|
|
// update texture environment for non-image drawing
|
|
auto const env = C3D_GetTexEnv (0);
|
|
C3D_TexEnvInit (env);
|
|
C3D_TexEnvSrc (
|
|
env, C3D_RGB, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
|
|
C3D_TexEnvFunc (env, C3D_RGB, GPU_REPLACE);
|
|
C3D_TexEnvSrc (
|
|
env, C3D_Alpha, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
|
|
C3D_TexEnvFunc (env, C3D_Alpha, GPU_MODULATE);
|
|
|
|
// process one triangle at a time
|
|
for (unsigned i = 3; i < cmd.ElemCount; i += 3)
|
|
{
|
|
// get sheet for this triangle
|
|
unsigned const sheet = getSheet (&cmdList.VtxBuffer.Data[cmd.VtxOffset],
|
|
&cmdList.IdxBuffer.Data[cmd.IdxOffset + i]);
|
|
|
|
// check if we're changing textures
|
|
if (boundSheet != sheet)
|
|
{
|
|
// draw everything up until now
|
|
C3D_DrawElements (GPU_TRIANGLES,
|
|
i - offset,
|
|
C3D_UNSIGNED_SHORT,
|
|
&s_idxData[cmd.IdxOffset + offsetIdx + offset]);
|
|
|
|
// bind texture for next draw call
|
|
boundSheet = sheet;
|
|
offset = i;
|
|
C3D_TexBind (0, &s_fontTextures[boundSheet]);
|
|
}
|
|
}
|
|
|
|
// draw the final set of triangles
|
|
assert ((cmd.ElemCount - offset) % 3 == 0);
|
|
C3D_DrawElements (GPU_TRIANGLES,
|
|
cmd.ElemCount - offset,
|
|
C3D_UNSIGNED_SHORT,
|
|
&s_idxData[cmd.IdxOffset + offsetIdx + offset]);
|
|
}
|
|
else
|
|
{
|
|
// drawing an image; check if we need to change texture binding
|
|
if (tex != s_boundTexture)
|
|
{
|
|
// bind new texture
|
|
C3D_TexBind (0, tex);
|
|
|
|
// update texture environment for drawing images
|
|
auto const env = C3D_GetTexEnv (0);
|
|
C3D_TexEnvInit (env);
|
|
C3D_TexEnvSrc (
|
|
env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, GPU_PRIMARY_COLOR);
|
|
C3D_TexEnvFunc (env, C3D_Both, GPU_MODULATE);
|
|
}
|
|
|
|
// draw triangles
|
|
C3D_DrawElements (GPU_TRIANGLES,
|
|
cmd.ElemCount,
|
|
C3D_UNSIGNED_SHORT,
|
|
&s_idxData[cmd.IdxOffset + offsetIdx]);
|
|
}
|
|
|
|
s_boundTexture = tex;
|
|
}
|
|
}
|
|
|
|
offsetVtx += cmdList.VtxBuffer.Size;
|
|
offsetIdx += cmdList.IdxBuffer.Size;
|
|
}
|
|
}
|
|
}
|
|
#endif
|