/* 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/sprite.h" #include "common/util.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 = MAX(nextHigher2(width), 64u); h = 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_LINEAR); 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::transfer() { if (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), TEXTURE_TRANSFER_FLAGS); } } 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) { 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, true); } return &modelview; }