/* 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(_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 OSystem_3DS::getSupportedFormats() const { Common::List 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) { 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