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author | Thomas Edvalson | 2016-04-06 02:12:02 -0400 |
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committer | Thomas Edvalson | 2016-04-06 02:12:02 -0400 |
commit | e2b9572a83badb7084f5b54e1a7e108af8e327f6 (patch) | |
tree | da3df5dcf26a03635b5a74ac18ab18ecb7c7fe98 /backends/platform/3ds/sprite.cpp | |
parent | f6c3363cf54af1c01efc12a98ab27a8af52aad3e (diff) | |
download | scummvm-rg350-e2b9572a83badb7084f5b54e1a7e108af8e327f6.tar.gz scummvm-rg350-e2b9572a83badb7084f5b54e1a7e108af8e327f6.tar.bz2 scummvm-rg350-e2b9572a83badb7084f5b54e1a7e108af8e327f6.zip |
3DS: Initial commit
Diffstat (limited to 'backends/platform/3ds/sprite.cpp')
-rw-r--r-- | backends/platform/3ds/sprite.cpp | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/backends/platform/3ds/sprite.cpp b/backends/platform/3ds/sprite.cpp new file mode 100644 index 0000000000..d779fa40ff --- /dev/null +++ b/backends/platform/3ds/sprite.cpp @@ -0,0 +1,144 @@ +/* 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. + * + */ +#define FORBIDDEN_SYMBOL_ALLOW_ALL +#include "backends/platform/3ds/sprite.h" +#include <algorithm> +#include <3ds.h> + +static uint nextHigher2(uint v) { + if (v == 0) + return 1; + v--; + v |= v >> 1; + v |= v >> 2; + v |= v >> 4; + v |= v >> 8; + v |= v >> 16; + return ++v; +} + +Sprite::Sprite() +: dirtyPixels(true) +, dirtyMatrix(true) +, actualWidth(0) +, actualHeight(0) +, posX(0) +, posY(0) +, scaleX(1.f) +, scaleY(1.f) +{ + Mtx_Identity(&modelview); + + vertices = (vertex*)linearAlloc(sizeof(vertex) * 4); +} + +Sprite::~Sprite() { + // +} + +void Sprite::create(uint16 width, uint16 height, const Graphics::PixelFormat &f) { + free(); + + actualWidth = width; + actualHeight = height; + format = f; + w = std::max(nextHigher2(width), 64u); + h = std::max(nextHigher2(height), 64u);; + pitch = w * format.bytesPerPixel; + dirtyPixels = true; + + if (width && height) { + pixels = linearAlloc(h * pitch); + C3D_TexInit(&texture, w, h, GPU_RGBA8); + C3D_TexSetFilter(&texture, GPU_LINEAR, GPU_NEAREST); + 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(vertices); + 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::render() { + if (dirtyPixels) { + dirtyPixels = false; + GSPGPU_FlushDataCache(pixels, w * h * format.bytesPerPixel); + C3D_SafeDisplayTransfer((u32*)pixels, GX_BUFFER_DIM(w, h), (u32*)texture.data, GX_BUFFER_DIM(w, h), TEXTURE_TRANSFER_FLAGS); + gspWaitForPPF(); + } + 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) { + scaleX = x; + scaleY = y; + dirtyMatrix = true; +} + +void Sprite::setPosition(int x, int y) { + posX = x; + posY = 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, posY, 0); + } + return &modelview; +} |