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- #include "Graphics.h"
- #include "render/Pixel.h"
- #include "utility/Rect.h"
- #include "Logger.h"
- #include "utility/misc.h"
- #include "utility/minmax.h"
- #include <3ds.h>
- #include <sf2d.h>
- using namespace WalrusRPG; /*::Graphics*/
- using WalrusRPG::Graphics::Pixel;
- using WalrusRPG::Utils::Rect;
- sf2d_rendertarget *target = nullptr;
- inline u32 pixel2u32(const Pixel &pix)
- {
- return RGBA8(pix.r << 3, pix.g << 2, pix.b << 3, 0xFF);
- }
- namespace
- {
- constexpr int OFFSET_X = 40;
- constexpr int OFFSET_Y = 0;
- void set_scissor()
- {
- sf2d_set_scissor_test(GPU_SCISSOR_NORMAL, 80, 0, 320, 240);
- }
- }
- void Graphics::init()
- {
- // Logger::log("Graphics init");
- sf2d_init();
- sf2d_set_clear_color(0);
- sf2d_set_3D(0);
- sf2d_set_vblank_wait(1);
- set_scissor();
- }
- void Graphics::deinit()
- {
- Logger::log("Graphics deinit");
- sf2d_free_target(target);
- sf2d_fini();
- }
- void Graphics::frame_begin()
- {
- sf2d_start_frame(GFX_TOP, GFX_LEFT);
- }
- void Graphics::frame_end()
- {
- sf2d_draw_rectangle(0, 0, OFFSET_X, 240, 0xFF000000);
- sf2d_draw_rectangle(320 + OFFSET_X, 0, OFFSET_X, 240, 0xFF000000);
- sf2d_end_frame();
- sf2d_swapbuffers();
- }
- void Graphics::put_sprite(const Texture &sheet, int x, int y, const Rect &window)
- {
- sf2d_draw_texture_part(sheet.data, x + OFFSET_X, y + OFFSET_Y, window.x, window.y,
- window.width, window.height);
- }
- void Graphics::put_sprite_tint(const Texture &sheet, int x, int y, const Rect &window,
- const Pixel &color)
- {
- sf2d_draw_texture_part_blend(sheet.data, x + OFFSET_X, y + OFFSET_Y, window.x,
- window.y, window.width, window.height, pixel2u32(color));
- }
- void Graphics::put_sprite_clipping(const Texture &sheet, int x, int y,
- const Rect &sprite_window, const Rect &clipping_window)
- {
- sf2d_set_scissor_test(GPU_SCISSOR_NORMAL, clipping_window.x + OFFSET_X,
- clipping_window.y + OFFSET_Y, clipping_window.width,
- clipping_window.height);
- sf2d_draw_texture_part(sheet.data, x, y, sprite_window.x, sprite_window.y,
- sprite_window.width, sprite_window.height);
- set_scissor();
- }
- void Graphics::fill(const Pixel &color)
- {
- sf2d_clear_target(target, pixel2u32(color));
- }
- void Graphics::put_pixel(uint16_t x, uint16_t y, const Pixel &color)
- {
- // Why both of them at +1? If only I knew...
- sf2d_draw_line(x, y, x + 1, y + 1, 1, pixel2u32(color));
- }
- void Graphics::put_horizontal_line(uint16_t x, uint16_t x2, uint16_t y,
- const Pixel &color)
- {
- // Because sf2dlib has issues with lines, let's port Nspire's functions.
- if (x > x2)
- {
- uint16_t temp = x;
- x = x2;
- x2 = temp;
- }
- for (; x <= x2; x++)
- {
- put_pixel(x + OFFSET_X, y + OFFSET_Y, color);
- }
- }
- void Graphics::put_vertical_line(uint16_t x, uint16_t y, uint16_t y2, const Pixel &color)
- {
- // Because sf2dlib has issues with lines, let's port Nspire's functions.
- if (y > y2)
- {
- uint16_t temp = y;
- y = y2;
- y2 = temp;
- }
- for (; y <= y2; y++)
- {
- put_pixel(x + OFFSET_X, y + OFFSET_Y, color);
- }
- }
- void Graphics::put_line(uint16_t x, uint16_t y, uint16_t x2, uint16_t y2,
- const Pixel &color)
- {
- // Because sf2dlib has issues with lines, let's port Nspire's functions.
- if (x == x2)
- {
- put_vertical_line(x + OFFSET_X, y + OFFSET_Y, y2 + OFFSET_Y, color);
- return;
- }
- else if (y == y2)
- {
- put_horizontal_line(x + OFFSET_X, x2 + OFFSET_X, y + OFFSET_Y, color);
- return;
- }
- int dx = abs(x - x2), sx = x < x2 ? 1 : -1;
- int dy = abs(y - y2), sy = y < y2 ? 1 : -1;
- int err = (dx > dy ? dx : -dy) / 2, e2;
- while (true)
- {
- put_pixel(x + OFFSET_X, y + OFFSET_Y, color);
- if (x == x2 && y == y2)
- break;
- e2 = err;
- if (e2 > -dx)
- {
- err -= dy;
- x += sx;
- }
- if (e2 < dy)
- {
- err += dx;
- y += sy;
- }
- }
- }
- void Graphics::put_rectangle(const Rect &rect, const Pixel &color)
- {
- sf2d_draw_rectangle(rect.x + OFFSET_X, rect.y + OFFSET_Y, rect.width, rect.height,
- pixel2u32(color));
- }
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