/* # ______ ____ ___ # | \/ ____| |___| # | | | \ | | #----------------------------------------------------------------------- # Copyright 2020, tyra - https://github.com/h4570/tyra # Licenced under Apache License 2.0 # Sandro Sobczyński */ #include "../include/modules/renderer.hpp" #include #include #include #include #include #include "../include/utils/debug.hpp" #include "../include/utils/math.hpp" // ---- // Constructors/Destructors // ---- /** Initialize DMA<->GIF channel * Allocate buffers * Initialize screen * Initialize drawing environment * Load/setup textures * @param screenW Half of screen width * @param screenH Half of screen height */ Renderer::Renderer(u32 t_packetSize, ScreenSettings *t_screen) { PRINT_LOG("Initializing renderer"); dma_channel_initialize(DMA_CHANNEL_GIF, NULL, 0); // Initialize DMA to enable data transfer dma_channel_fast_waits(DMA_CHANNEL_GIF); context = 0; isTextureVRAMAllocated = false; isVSyncEnabled = true; isFrameEmpty = false; lastTextureId = 0; flipPacket = packet2_create(4, P2_TYPE_UNCACHED_ACCL, P2_MODE_NORMAL, 0); allocateBuffers(t_screen->width, t_screen->height); initDrawingEnv(t_screen->width, t_screen->height); setPrim(); worldColor.r = 0x10; worldColor.g = 0x10; worldColor.b = 0x10; screen = t_screen; gifSender = new GifSender(t_packetSize, t_screen, &light); vifSender = new VifSender(&light); perspective.setPerspective(*t_screen); renderData.perspective = &perspective; PRINT_LOG("Renderer initialized!"); } Renderer::~Renderer() {} // ---- // Methods // ---- /** Configure and allocate vRAM for texture buffer */ void Renderer::allocateTextureBuffer(Texture *t_texture) { textureBuffer.width = t_texture->getWidth(); textureBuffer.psm = t_texture->getType(); textureBuffer.info.components = textureBuffer.psm == TEX_TYPE_RGBA ? TEXTURE_COMPONENTS_RGBA : TEXTURE_COMPONENTS_RGB; textureBuffer.address = graph_vram_allocate(t_texture->getWidth(), t_texture->getHeight(), textureBuffer.psm, GRAPH_ALIGN_BLOCK); if (textureBuffer.address <= 1) PRINT_ERR("Texture buffer allocation error. No memory!"); textureBuffer.info.width = draw_log2(t_texture->getWidth()); textureBuffer.info.height = draw_log2(t_texture->getHeight()); textureBuffer.info.function = TEXTURE_FUNCTION_MODULATE; isTextureVRAMAllocated = true; } /** Configure and allocate vRAM for texture buffer */ void Renderer::deallocateTextureBuffer() { if (isTextureVRAMAllocated) { graph_vram_free(textureBuffer.address); isTextureVRAMAllocated = false; } } void Renderer::changeTexture(Texture *t_tex) { if (t_tex != NULL) { if (t_tex->getId() != lastTextureId) { lastTextureId = t_tex->getId(); deallocateTextureBuffer(); allocateTextureBuffer(t_tex); GifSender::sendTexture(*t_tex, &textureBuffer); } } else PRINT_ERR("Texture was not found in texture repository!"); } void Renderer::draw(Sprite &t_sprite) { Texture *texture = textureRepo.getBySprite(t_sprite.getId()); texrect_t rect; float sizeX, sizeY; if (t_sprite.getMode() == MODE_REPEAT) { sizeX = t_sprite.size.x; sizeY = t_sprite.size.y; } else { sizeX = (float)texture->getWidth(); sizeY = (float)texture->getHeight(); } float texS, texT; float texMax = texT = texS = sizeX > sizeY ? sizeX : sizeY; if (sizeX > sizeY) texT = texMax / (sizeX / sizeY); else if (sizeY > sizeX) texS = texMax / (sizeY / sizeX); rect.t0.s = t_sprite.isFlippedHorizontally() ? texS : 0.0F; rect.t0.t = t_sprite.isFlippedVertically() ? texT : 0.0F; rect.t1.s = t_sprite.isFlippedHorizontally() ? 0.0F : texS; rect.t1.t = t_sprite.isFlippedVertically() ? 0.0F : texT; rect.color.r = t_sprite.color.r; rect.color.g = t_sprite.color.g; rect.color.b = t_sprite.color.b; rect.color.a = t_sprite.color.a; rect.color.q = 0; rect.v0.x = t_sprite.position.x; rect.v0.y = t_sprite.position.y; rect.v0.z = (u32)-1; rect.v1.x = (t_sprite.size.x * t_sprite.scale) + t_sprite.position.x; rect.v1.y = (t_sprite.size.y * t_sprite.scale) + t_sprite.position.y; rect.v1.z = (u32)-1; beginFrameIfNeeded(); changeTexture(texture); packet2_t *packet2 = packet2_create(12, P2_TYPE_NORMAL, P2_MODE_NORMAL, 0); packet2_update(packet2, draw_primitive_xyoffset(packet2->next, 0, 2048, 2048)); packet2_utils_gif_add_set(packet2, 1); packet2_utils_gs_add_texbuff_clut(packet2, &textureBuffer, &t_sprite.clut); draw_enable_blending(); packet2_update(packet2, draw_rect_textured(packet2->next, 0, &rect)); packet2_update(packet2, draw_primitive_xyoffset( packet2->next, 0, (2048 - (screen->width / 2)), (2048 - (screen->height / 2)))); draw_disable_blending(); packet2_update(packet2, draw_finish(packet2->next)); dma_channel_wait(DMA_CHANNEL_GIF, 0); dma_channel_send_packet2(packet2, DMA_CHANNEL_GIF, true); packet2_free(packet2); } /** Initializes drawing environment (1st app packet) */ void Renderer::initDrawingEnv(float t_screenW, float t_screenH) { PRINT_LOG("Initializing drawing environment"); u16 halfW = (u16)t_screenW / 2; u16 halfH = (u16)t_screenH / 2; packet2_t *packet2 = packet2_create(20, P2_TYPE_NORMAL, P2_MODE_NORMAL, 0); packet2_update(packet2, draw_setup_environment(packet2->base, 0, frameBuffers, &(zBuffer))); packet2_update(packet2, draw_primitive_xyoffset(packet2->next, 0, (2048 - halfW), (2048 - halfH))); packet2_update(packet2, draw_finish(packet2->next)); dma_channel_send_packet2(packet2, DMA_CHANNEL_GIF, true); dma_channel_wait(DMA_CHANNEL_GIF, 0); packet2_free(packet2); PRINT_LOG("Drawing environment initialized!"); } /** Sets drawing prim for all 3D objects */ void Renderer::setPrim() { prim.type = PRIM_TRIANGLE; prim.shading = PRIM_SHADE_FLAT; prim.mapping = DRAW_ENABLE; prim.fogging = DRAW_DISABLE; prim.blending = DRAW_ENABLE; prim.antialiasing = DRAW_DISABLE; prim.mapping_type = PRIM_MAP_ST; prim.colorfix = PRIM_UNFIXED; renderData.prim = &prim; PRINT_LOG("Prim set!"); } void Renderer::setWorldColor(const color_t &t_rgb) { worldColor.r = t_rgb.r; worldColor.g = t_rgb.g; worldColor.b = t_rgb.b; } /** Defines and allocates framebuffers and zbuffer */ void Renderer::allocateBuffers(float t_screenW, float t_screenH) { frameBuffers[0].width = (u16)t_screenW; frameBuffers[0].height = (u16)t_screenH; frameBuffers[0].mask = 0; frameBuffers[0].psm = GS_PSM_24; frameBuffers[0].address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, frameBuffers[0].psm, GRAPH_ALIGN_PAGE); frameBuffers[1].width = (u16)t_screenW; frameBuffers[1].height = (u16)t_screenH; frameBuffers[1].mask = 0; frameBuffers[1].psm = GS_PSM_24; frameBuffers[1].address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, frameBuffers[1].psm, GRAPH_ALIGN_PAGE); zBuffer.enable = DRAW_ENABLE; zBuffer.mask = 0; zBuffer.method = ZTEST_METHOD_GREATER_EQUAL; zBuffer.zsm = GS_ZBUF_24; zBuffer.address = graph_vram_allocate((u16)t_screenW, (u16)t_screenH, zBuffer.zsm, GRAPH_ALIGN_PAGE); PRINT_LOG("Framebuffers, zBuffer set and allocated!"); // Initialize the screen and tie the first framebuffer to the read circuits. graph_initialize(frameBuffers[1].address, frameBuffers[1].width, frameBuffers[1].height, frameBuffers[1].psm, 0, 0); } /// --- Draw: PATH3 void Renderer::drawByPath3(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount) { for (u16 i = 0; i < t_amount; i++) drawByPath3(t_meshes[i], t_bulbs, t_bulbsCount); } void Renderer::drawByPath3(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount) { beginFrameIfNeeded(); if (!t_mesh.isDataLoaded()) PRINT_ERR("Can't draw, because no mesh data was loaded!"); if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame()) t_mesh.animate(); for (u32 i = 0; i < t_mesh.getMaterialsCount(); i++) { if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).isInFrustum(renderData.frustumPlanes, t_mesh.position)) return; Texture *tex = textureRepo.getByMesh(t_mesh.getId(), t_mesh.getMaterial(i).getId()); changeTexture(tex); gifSender->initPacket(context); u32 vertCount = t_mesh.getMaterial(i).getFacesCount(); VECTOR *vertices = new VECTOR[vertCount]; VECTOR *normals = new VECTOR[vertCount]; VECTOR *coordinates = new VECTOR[vertCount]; vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, *renderData.cameraPosition); gifSender->addObject(&renderData, t_mesh, vertCount, vertices, normals, coordinates, t_bulbs, t_bulbsCount, &textureBuffer); gifSender->sendPacket(); delete[] vertices; delete[] normals; delete[] coordinates; } } void Renderer::drawByPath3(Mesh *t_meshes, u16 t_amount) { drawByPath3(t_meshes, t_amount, NULL, 0); } void Renderer::drawByPath3(Mesh &t_mesh) { drawByPath3(t_mesh, NULL, 0); } /// --- Draw: PATH1 void Renderer::draw(Mesh *t_meshes, u16 t_amount, LightBulb *t_bulbs, u16 t_bulbsCount) { for (u16 i = 0; i < t_amount; i++) draw(t_meshes[i], t_bulbs, t_bulbsCount); } void Renderer::draw(Mesh &t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount) { beginFrameIfNeeded(); vifSender->sendMatrices(renderData, t_mesh.position, t_mesh.rotation); if (!t_mesh.isDataLoaded()) PRINT_ERR("Can't draw, because no mesh data was loaded!"); camRotation.rotation(-t_mesh.rotation); Vector3 rotatedCamera = Vector3(camRotation * *renderData.cameraPosition); if (t_mesh.getCurrentAnimationFrame() != t_mesh.getNextAnimationFrame()) t_mesh.animate(); for (u32 i = 0; i < t_mesh.getMaterialsCount(); i++) { if (t_mesh.shouldBeFrustumCulled && !t_mesh.getMaterial(i).isInFrustum(renderData.frustumPlanes, t_mesh.position)) return; u32 vertCount = t_mesh.getMaterial(i).getFacesCount(); VECTOR __attribute__((aligned(16))) vertices[vertCount]; VECTOR __attribute__((aligned(16))) normals[vertCount]; VECTOR __attribute__((aligned(16))) coordinates[vertCount]; Texture *tex = textureRepo.getByMesh(t_mesh.getId(), t_mesh.getMaterial(i).getId()); changeTexture(tex); vertCount = t_mesh.getDrawData(i, vertices, normals, coordinates, rotatedCamera); vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, t_mesh, t_bulbs, t_bulbsCount, &textureBuffer); } } void Renderer::draw(Mesh *t_meshes, u16 t_amount) { draw(t_meshes, t_amount, NULL, 0); } void Renderer::draw(Mesh &t_mesh) { draw(t_mesh, NULL, 0); } /// --- void Renderer::setCameraDefinitions(Matrix *t_worldView, Vector3 *t_cameraPos, Plane *t_planes) { renderData.worldView = t_worldView; renderData.cameraPosition = t_cameraPos; renderData.frustumPlanes = t_planes; } void Renderer::beginFrameIfNeeded() { if (isFrameEmpty) { isFrameEmpty = false; gifSender->sendClear(&zBuffer, &worldColor); } } void Renderer::endFrame(float fps) { if (!isFrameEmpty) { if (fps > 49.0F && isVSyncEnabled) graph_wait_vsync(); flipBuffers(); } } /** We need to flip buffers outside of the chain, for some reason, * so we use a separate small packet * Do not use this method. This is called via packetManager */ void Renderer::flipBuffers() { graph_set_framebuffer_filtered( frameBuffers[context].address, frameBuffers[context].width, frameBuffers[context].psm, 0, 0); context ^= 1; isFrameEmpty = 1; packet2_update(flipPacket, draw_framebuffer(flipPacket->base, 0, &frameBuffers[context])); packet2_update(flipPacket, draw_finish(flipPacket->next)); dma_channel_send_packet2(flipPacket, DMA_CHANNEL_GIF, true); draw_wait_finish(); }