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#pragma once // 4J
// gdraw_orbis.h - author: Fabian Giesen - copyright 2012 RAD Game Tools
//
// Interface for creating an Orbis GDraw driver.
#include "gdraw.h"
#define IDOC
//idoc(parent,GDraw_orbis)
// Size and alignment requirements of GDraw context memory.
#define GDRAW_ORBIS_CONTEXT_MEM_SIZE (64*1024)
// Alignment requirements for different resource types
#define GDRAW_ORBIS_TEXTURE_ALIGNMENT 256 // NOTE this may change in the future!
#define GDRAW_ORBIS_VERTEXBUFFER_ALIGNMENT 256 // NOTE this may change in the future!
typedef enum gdraw_orbis_resourcetype
{
GDRAW_ORBIS_RESOURCE_rendertarget, // put in video private memory if possible, must be GPU visible
GDRAW_ORBIS_RESOURCE_texture, // put in video private memory if possible, must be GPU visible
GDRAW_ORBIS_RESOURCE_vertexbuffer, // put in any GPU visible memory
GDRAW_ORBIS_RESOURCE__count,
} gdraw_orbis_resourcetype;
typedef struct
{
U32 allocs_attempted; // number of allocations attempted from the staging buffer
U32 allocs_succeeded; // number of allocations that succeeded
U32 bytes_attempted; // number of bytes attempted to allocate
U32 bytes_succeeded; // number of bytes successfully allocated
U32 largest_bytes_attempted; // number of bytes in largest attempted alloc
U32 largest_bytes_succeeded; // number of bytes in lagrest successful alloc
} gdraw_orbis_staging_stats;
IDOC extern int gdraw_orbis_SetResourceMemory(gdraw_orbis_resourcetype type, S32 num_handles, void *ptr, S32 num_bytes);
/* Sets up the resource pools that GDraw uses for its video memory management.
It sets both the number of handles and the address and size of memory to use.
GDraw keeps track of allocations in each pool, and will free old resources in
a LRU manner to make space if one of the limits is about to be exceeded. It will
also automatically defragment memory if necessary to fulfill an allocation
request.
You need to set up all of the resource pools before you can start rendering.
If you modify this at runtime, you need to call IggyPlayerFlushAll on all
active Iggys (if any) since this call invalidates all resource handles they
currently hold.
SetResourceMemory takes a void* argument for the address of the resource pool.
Pass in NULL and zero bytes to reset a specific pool.
Resource pool memory has certain alignment requirements - see the #defines
above. If you pass in an unaligned pointer, GDraw will automatically clip off
some bytes at the front to make the buffer aligned - in other words, you get
somewhat less usable bytes, but it should work fine.
"rendertarget" memory is only used during Iggy rendering. In other words, you
are free to use that memory for other purposes such as your own render targets
or depth buffers as long as it doesn't need to be preserved across IggyPlayerDraw*
calls.
If any Iggy draw calls are in flight, this call will block waiting for
those calls to finish (i.e. for the resource memory to become
unused).
*/
IDOC extern void gdraw_orbis_ResetAllResourceMemory();
/* Frees all resource pools managed by GDraw.
Use this as a quick way of freeing (nearly) all memory allocated by GDraw
without shutting it down completely. For example, you might want to use this
to quickly flush all memory allocated by GDraw when transitioning between the
main menu and the game proper. Like with SetResourceMemory, you need to call
IggyPlayerFlushAll on all currently active Iggy players if you do this - although
we recommend that you only use this function when there aren't any. */
IDOC extern GDrawFunctions * gdraw_orbis_CreateContext(S32 w, S32 h, void *context_mem);
/* Creates a GDraw context for rendering using GNM. You need to pass in the width/height
of the Iggy content for use by internal render targets. context_mem must point to an
area in video shared memory that is GDRAW_ORBIS_CONTEXT_MEM_SIZE bytes big - this is
used by GDraw to store labels and shaders in.
There can only be one GDraw context active at any one time.
If initialization fails for some reason (the main reason would be an out of memory condition),
NULL is returned. Otherwise, you can pass the return value to IggySetGDraw. */
IDOC extern void gdraw_orbis_DestroyContext(void);
/* Destroys the current GDraw context, if any.
If any Iggy draw calls are in flight, this call will block waiting for
those calls to finish (i.e. for the resource memory to become
unused).
*/
IDOC extern void gdraw_orbis_Begin(sce::Gnmx::GfxContext *context, void *staging_buffer, U32 staging_buf_bytes);
/* This sets the GfxContext that GDraw writes its commands to. It also sets the
address and size of the staging buffer used for dynamic vertex data and in-frame
resource uploads. Any GDraw / Iggy rendering calls outside a Begin / End bracket
are an error and will be treated as such. The GfxContext must be live during the
entire Begin / End bracket.
GDraw maintains a persistent resource cache shared across all Iggys. Because of this,
it is *vital* that all GfxContexts generated from GDraw be kicked in the order
they were generated, or the resource pools might get corrupted. Hence it's recommended
to use only one GfxContext for all Iggy rendering during a frame.
The staging buffer should be allocated in write-combined memory. If it is of insufficient
size, GDraw will not be able to allocate dynamic vertex data or upload new texture/vertex
buffer data during some frames, resulting in glitching! (When this happens, it will be
reported as a warning, so make sure to install a warning callback).
The user is expected to handle GfxContext and staging buffer synchronization; there are
no safeguards on the GDraw side to prevent CPU-GPU race conditions. Please make sure that
the GPU is finished with a GfxContext / staging buffer before reusing its memory!
Typically, this would be accomplished by double buffering everything. */
IDOC extern void gdraw_orbis_End(gdraw_orbis_staging_stats *staging_stats);
/* This marks the end of GDraw rendering for a frame. It also triggers end-of-frame processing,
which is important for GDraw's internal resource management. GDraw will not touch the GfxContext
or staging buffer after this call, so you are free to append other rendering commands after
this call returns.
staging_stats will be filled with stats for the staging buffer, denoting how much memory
was actually used and which allocations were attempted. If you're not interested, just
pass NULL. */
IDOC extern void gdraw_orbis_SetTileOrigin(sce::Gnm::RenderTarget *color, sce::Gnm::DepthRenderTarget *depth, S32 x, S32 y);
/* This sets the main color and depth buffers that GDraw should render to and the
x/y position of the output location of the top-left pixel of the current tile
(to be used for tiled rendering).
You should call this inside a gdraw_orbis_Begin / gdraw_orbis_End bracket, before
any Iggy / GDraw rendering takes place. */
IDOC extern void gdraw_orbis_ClearWholeRenderTarget(const F32 clear_color_rgba[4]);
/* You typically need to clear the render target before you start Iggy rendering.
This is a convenience function, if you don't want to do the clear yourself. Fast clears
will be used if the render target has them enabled. Note that if fast clears are enabled,
you also need to call gdraw_orbis_EliminateFastClears once you're done with the render target
to make sure the clears are actually properly completed.
This counts as a rendering operation, so it must be called inside a
gdraw_orbis_Begin / gdraw_orbis_End bracket, after gdraw_orbis_SetTileOrigin has been called. */
IDOC extern void gdraw_orbis_EliminateFastClears(void);
/* If the render target specified in gdraw_orbis_SetTileOrigin has fast clears enabled, you
need to do a post-process step to make sure the clears get properly computed. This function
performs that step. If your render target doesn't have fast clears enabled, it simply does
nothing.
This counts as a rendering operation, so it must be called inside a
gdraw_orbis_Begin / gdraw_orbis_End bracket, after gdraw_orbis_SetTileOrigin has been called. */
IDOC extern void RADLINK gdraw_orbis_CalculateCustomDraw_4J(IggyCustomDrawCallbackRegion *region, float matrix[16]);
IDOC extern void RADLINK gdraw_orbis_BeginCustomDraw(IggyCustomDrawCallbackRegion *region, float matrix[16]);
/* Call at the beginning of Iggy custom draw callback to clear any odd render states GDraw has
set, and to get the current 2D object-to-world transformation. */
IDOC extern void RADLINK gdraw_orbis_EndCustomDraw(IggyCustomDrawCallbackRegion *region);
/* Call at the end of Iggy custom draw callback so GDraw can restore its render states. */
IDOC extern GDrawTexture *gdraw_orbis_WrappedTextureCreate(sce::Gnm::Texture *tex);
/* Create a wrapped texture from a GNM texture.
A wrapped texture can be used to let Iggy draw using the contents of a texture
you create and manage on your own. For example, you might render to this texture,
or stream video into it. Wrapped textures take up a handle. They will never be
freed or otherwise modified by GDraw; nor will GDraw change any reference counts.
All this is up to the application.
GDraw makes a copy of the contents of the Gnm::Texture (the contents of the struct
that is, not the data it points to). If you later modify the fields of "tex", you
need to call $gdraw_orbis_WrappedTextureChange.
*/
IDOC extern void gdraw_orbis_WrappedTextureChange(GDrawTexture *handle, sce::Gnm::Texture *tex);
/* Switch an existing GDrawTexture * that represents a wrapped texture to use
a new underlying GNM texture. For example, you might internally double-buffer
a dynamically updated texture. As above, GDraw will leave this texture alone
and not touch any reference counts. */
IDOC extern void gdraw_orbis_WrappedTextureDestroy(GDrawTexture *handle);
/* Destroys the GDraw wrapper for a wrapped texture object. This will free up
a GDraw texture handle but not release the associated GNM texture; that is
up to you. */
IDOC extern GDrawTexture * RADLINK gdraw_orbis_MakeTextureFromResource(U8 *file_in_memory, S32 length, IggyFileTexturePS4 *tex);
/* Sets up a texture loaded from a .sekrit2.iggytex file. */
extern void RADLINK gdraw_orbis_DestroyTextureFromResource(GDrawTexture *tex);
// 4J added
extern void RADLINK gdraw_orbis_setViewport_4J();

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// gdraw.h - author: Sean Barrett - copyright 2009 RAD Game Tools
//
// This is the graphics rendering abstraction that Iggy is implemented
// on top of.
#ifndef __RAD_INCLUDE_GDRAW_H__
#define __RAD_INCLUDE_GDRAW_H__
#include "rrcore.h"
#define IDOC
RADDEFSTART
//idoc(parent,GDrawAPI_Buffers)
#ifndef IGGY_GDRAW_SHARED_TYPEDEF
#define IGGY_GDRAW_SHARED_TYPEDEF
typedef struct GDrawFunctions GDrawFunctions;
typedef struct GDrawTexture GDrawTexture;
#endif//IGGY_GDRAW_SHARED_TYPEDEF
IDOC typedef struct GDrawVertexBuffer GDrawVertexBuffer;
/* An opaque handle to an internal GDraw vertex buffer. */
//idoc(parent,GDrawAPI_Base)
IDOC typedef struct gswf_recti
{
S32 x0,y0; // Minimum corner of the rectangle
S32 x1,y1; // Maximum corner of the rectangle
} gswf_recti;
/* A 2D rectangle with integer coordinates specifying its minimum and maximum corners. */
IDOC typedef struct gswf_rectf
{
F32 x0,y0; // Minimum corner of the rectangle
F32 x1,y1; // Maximum corner of the rectangle
} gswf_rectf;
/* A 2D rectangle with floating-point coordinates specifying its minimum and maximum corners. */
IDOC typedef struct gswf_matrix
{
union {
F32 m[2][2]; // 2x2 transform matrix
struct {
F32 m00; // Alternate name for m[0][0], for coding convenience
F32 m01; // Alternate name for m[0][1], for coding convenience
F32 m10; // Alternate name for m[1][0], for coding convenience
F32 m11; // Alternate name for m[1][1], for coding convenience
};
};
F32 trans[2]; // 2D translation vector (the affine component of the matrix)
} gswf_matrix;
/* A 2D transform matrix plus a translation offset. */
#define GDRAW_STATS_batches 1
#define GDRAW_STATS_blits 2
#define GDRAW_STATS_alloc_tex 4
#define GDRAW_STATS_frees 8
#define GDRAW_STATS_defrag 16
#define GDRAW_STATS_rendtarg 32
#define GDRAW_STATS_clears 64
IDOC typedef struct GDrawStats
{
S16 nonzero_flags; // which of the fields below are non-zero
U16 num_batches; // number of batches, e.g. DrawPrim, DrawPrimUP
U16 num_blits; // number of blit operations (resolve, msaa resolve, blend readback)
U16 freed_objects; // number of cached objects freed
U16 defrag_objects; // number of cached objects defragmented
U16 alloc_tex; // number of textures/buffers allocated
U16 rendertarget_changes; // number of rendertarget changes
U16 num_clears;
//0 mod 8
U32 drawn_indices; // number of indices drawn (3 times number of triangles)
U32 drawn_vertices; // number of unique vertices referenced
U32 num_blit_pixels;// number of pixels in blit operations
U32 alloc_tex_bytes;// number of bytes in textures/buffers allocated
U32 freed_bytes; // number of bytes in freed cached objects
U32 defrag_bytes; // number of bytes in defragmented cached objects
U32 cleared_pixels; // number of pixels cleared by clear operation
U32 reserved;
//0 mod 8
} GDrawStats;
/* A structure with statistics information to show in resource browser/Telemetry */
////////////////////////////////////////////////////////////
//
// Queries
//
//idoc(parent,GDrawAPI_Queries)
IDOC typedef enum gdraw_bformat
{
GDRAW_BFORMAT_vbib, // Platform uses vertex and index buffers
GDRAW_BFORMAT_wii_dlist, // Platform uses Wii-style display lists
GDRAW_BFORMAT_vbib_single_format, // Platform uses vertex and index buffers, but doesn't support multiple vertex formats in a single VB
GDRAW_BFORMAT__count,
} gdraw_bformat;
/* Specifies what data format GDraw expects in MakeVertexBuffer_* and DrawIndexedTriangles.
Most supported platforms prefer Vertex and Index buffers so that's what we use,
but this format turns out to be somewhat awkward for Wii, so we use the native
graphics processor display list format on that platform. */
IDOC typedef struct GDrawInfo
{
S32 num_stencil_bits; // number of (possibly emulated) stencil buffer bits
U32 max_id; // number of unique values that can be easily encoded in zbuffer
U32 max_texture_size; // edge length of largest square texture supported by hardware
U32 buffer_format; // one of $gdraw_bformat
rrbool shared_depth_stencil; // does 0'th framebuffer share depth & stencil with others? (on GL it can't?)
rrbool always_mipmap; // if GDraw can generate mipmaps nearly for free, then set this flag
rrbool conditional_nonpow2; // non-pow2 textures supported, but only using clamp and without mipmaps
rrbool has_rendertargets; // if true, then there is no rendertarget stack support
rrbool no_nonpow2; // non-pow2 textures aren't supported at all
} GDrawInfo; // must be a multiple of 8
/* $GDrawInfo contains the information that Iggy needs to know about
what a GDraw implementation supports and what limits it places on
certain important values. */
IDOC typedef void RADLINK gdraw_get_info(GDrawInfo *d);
/* Iggy queries this at the beginning of rendering to get information
about the viewport and the device capabilities. */
////////////////////////////////////////////////////////////
//
// Drawing State
//
//idoc(parent,GDrawAPI_DrawingState)
IDOC typedef enum gdraw_blend
{
GDRAW_BLEND_none, // Directly copy
GDRAW_BLEND_alpha, // Use the source alpha channel to modulate its contribution
GDRAW_BLEND_multiply, // Multiply colors componentwise
GDRAW_BLEND_add, // Add the source and destination together
GDRAW_BLEND_filter, // Uses a secondary $gdraw_filter specification to determine how to blend
GDRAW_BLEND_special, // Uses a secondary $gdraw_blendspecial specification to determine how to blend
GDRAW_BLEND__count,
} gdraw_blend;
/* Identifier indicating the type of blending operation to use when rendering.*/
IDOC typedef enum gdraw_blendspecial
{
GDRAW_BLENDSPECIAL_layer, // s
GDRAW_BLENDSPECIAL_multiply, // s*d
GDRAW_BLENDSPECIAL_screen, // sa*da - (da-d)*(sa-s)
GDRAW_BLENDSPECIAL_lighten, // max(sa*d,s*da)
GDRAW_BLENDSPECIAL_darken, // min(sa*d,s*da)
GDRAW_BLENDSPECIAL_add, // min(d+s,1.0)
GDRAW_BLENDSPECIAL_subtract, // max(d-s,0.0)
GDRAW_BLENDSPECIAL_difference, // abs(sa*d-s*da)
GDRAW_BLENDSPECIAL_invert, // sa*(da-d)
GDRAW_BLENDSPECIAL_overlay, // d < da/2.0 ? (2.0*s*d) : (sa*da - 2.0*(da-d)*(sa-s))
GDRAW_BLENDSPECIAL_hardlight, // s < sa/2.0 ? (2.0*s*d) : (sa*da - 2.0*(da-d)*(sa-s))
// these do extra-special math on the output alpha
GDRAW_BLENDSPECIAL_erase, // d*(1.0-sa)
GDRAW_BLENDSPECIAL_alpha_special, // d*sa
GDRAW_BLENDSPECIAL__count,
} gdraw_blendspecial;
/* Specifies a type of "special" blend mode, which is defined as one
that has to read from the framebuffer to compute its effect.
These modes are only used with a 1-to-1 textured quad containing
the exact output data in premultiplied alpha. They all need to
read from the framebuffer to compute their effect, so a GDraw
implementation will usually need a custom path to handle that.
Users will not warn in advance whether you're going to need this
operation, so implementations either need to always render to a
texture in case it happens, or copy the framebuffer to a texture
when it does.
Note that $(gdraw_blendspecial::GDRAW_BLENDSPECIAL_erase) and
$(gdraw_blendspecial::GDRAW_BLENDSPECIAL_alpha_special) are unique
among $gdraw_blendspecial modes in that they may not actually need
to be implemented with the destination input as a texture if
the destination buffer doesn't have an alpha channel. */
// (@OPTIMIZE: the last filter in each chain could be combined with
// the final blend, although only worth doing if the final blend is
// ALPHA/ADD/MULTIPLY--it's usually ALPHA though so worth doing!)
IDOC typedef enum gdraw_filter
{
GDRAW_FILTER_blur, // Blurs the source image
GDRAW_FILTER_colormatrix, // Transform RGB pixel values by a matrix
GDRAW_FILTER_bevel, // Bevels the source image
GDRAW_FILTER_dropshadow, // Adds a dropshadow underneath the source image
GDRAW_FILTER__count,
} gdraw_filter;
/* Specifies a type of post-processing graphics filter.
These modes are only used to implement filter effects, and will
always be blending from a temporary buffer to another temporary
buffer with no blending, so in general they should not require
any additional input.
*/
IDOC typedef enum gdraw_texture
{
GDRAW_TEXTURE_none, // No texture applied
GDRAW_TEXTURE_normal, // Texture is bitmap or linear gradient
GDRAW_TEXTURE_alpha, // Texture is an alpha-only font bitmap
GDRAW_TEXTURE_radial, // Texture is a radial gradient
GDRAW_TEXTURE_focal_gradient, // Texture is a "focal" radial gradient
GDRAW_TEXTURE_alpha_test, // Texture is an alpha-only font bitmap, alpha test for alpha >= 0.5
GDRAW_TEXTURE__count,
} gdraw_texture;
/* Specifies how to apply a texture while rendering. */
IDOC typedef enum gdraw_wrap
{
GDRAW_WRAP_clamp, // Texture coordinates clamped to edges
GDRAW_WRAP_repeat, // Texture repeats periodically
GDRAW_WRAP_mirror, // Repeat periodically, mirror on odd repetititions
GDRAW_WRAP_clamp_to_border, // only used internally by some GDraws
GDRAW_WRAP__count,
} gdraw_wrap;
/* Specifies what to do with texture coordinates outside [0,1]. */
typedef struct GDrawRenderState
{
S32 id; // Object "identifier" used for high-quality AA mode
U32 test_id:1; // Whether to test zbuffer == id
U32 set_id:1; // Whether to set zbuffer == id
U32 use_world_space:1; // Whether primitive is defined in object space or world space
U32 scissor:1; // Whether rendering will be clipped to $(GDrawRenderState::scissor_rect)
U32 identical_state:1; // Whether state is identical to the one used for the previous draw call
U32 unused:27;
//aligned 0 mod 8
U8 texgen0_enabled; // Whether to use texgen for tex0
U8 tex0_mode; // One of $gdraw_texture
U8 wrap0; // One of $gdraw_wrap
U8 nearest0; // Whether to sample texture 0 nearest neighbor
U8 blend_mode; // One of $gdraw_blend
U8 special_blend; // One of $gdraw_blendspecial (used only if $(GDrawRenderState::blend_mode) == $(gdraw_blend::GDRAW_BLEND_special)
U8 filter; // One of $gdraw_filter (used only if $(GDrawRenderState::blend_mode) == $(gdraw_blend::GDRAW_BLEND_filter)
U8 filter_mode; // Used to select the right compositing operation for the $(gdraw_filter::GDRAW_FILTER_bevel) and $(gdraw_filter::GDRAW_FILTER_dropshadow) modes
//aligned 0 mod 8
U8 stencil_test; // Only draw if these stencil bits are "set"
U8 stencil_set; // "Set" these stencil bits (note that actual implementation initializes stencil to 1, and "set" makes them 0)
U8 reserved[2]; // Currently unused (used to make padding to 4/8-byte boundary for following pointer explicit)
S32 blur_passes; // For filters that include blurring, this is the number of box filter passes to run
//align 0 mod 8
S16 *cxf_add; // Color transform addition (discourage additive alpha!)
GDrawTexture *tex[3]; // One or more textures to apply -- need 3 for gradient dropshadow.
//0 mod 8
F32 *edge_matrix; // Screen to object space matrix (for edge antialiasing)
gswf_matrix *o2w; // Object-to-world matrix
// --- Everything below this point must be manually initialized
//0 mod 8
F32 color[4]; // Color of the object
//0 mod 8
gswf_recti scissor_rect; // The rectangle to which rendering will be clipped if $(GDrawRenderState::scissor) is set
//0 mod 8
// --- Everything below this point might be uninitialized if it's not used for this particular render state
F32 s0_texgen[4]; // "s" (x) row of texgen matrix
F32 t0_texgen[4]; // "t" (y) row of texgen matrix
//0 mod 8
F32 focal_point[4]; // Data used for $(gdraw_texgen_mode::GDRAW_TEXTURE_focal_gradient)
//0 mod 8
F32 blur_x,blur_y; // The size of the box filter, where '1' is the identity and 2 adds half a pixel on each side
//0 mod 8
F32 shader_data[20]; // Various data that depends on filter (e.g. drop shadow direction, color)
} GDrawRenderState;
/* Encapsulation of the entire drawing state that affects a rendering command. */
IDOC typedef void RADLINK gdraw_set_view_size_and_world_scale(S32 w, S32 h, F32 x_world_to_pixel, F32 y_world_to_pixel);
/* Sets the size of the rendering viewport and the world to pixel scaling.
Iggy calls this function with the full size that the viewport would
be if it were rendered untiled, even if it will eventually be
rendered as a collection of smaller tiles.
The world scale is used to compensate non-square pixel aspect ratios
when rendering wide lines. Both scale factors are 1 unless Iggy is
running on a display with non-square pixels. */
typedef void RADLINK gdraw_set_3d_transform(F32 *mat); /* mat[3][4] */
IDOC typedef void RADLINK gdraw_render_tile_begin(S32 tx0, S32 ty0, S32 tx1, S32 ty1, S32 pad, GDrawStats *stats);
/* Begins rendering of a sub-region of the rendered image. */
IDOC typedef void RADLINK gdraw_render_tile_end(GDrawStats *stats);
/* Ends rendering of a sub-region of the rendered image. */
IDOC typedef void RADLINK gdraw_rendering_begin(void);
/* Begins rendering; takes control of the graphics API. */
IDOC typedef void RADLINK gdraw_rendering_end(void);
/* Ends rendering; gives up control of the graphics API. */
////////////////////////////////////////////////////////////
//
// Drawing
//
//idoc(parent,GDrawAPI_Drawing)
IDOC typedef void RADLINK gdraw_clear_stencil_bits(U32 bits);
/* Clears the 'bits' parts of the stencil value in the entire framebuffer to the default value. */
IDOC typedef void RADLINK gdraw_clear_id(void);
/* Clears the 'id' buffer, which is typically the z-buffer but can also be the stencil buffer. */
IDOC typedef void RADLINK gdraw_filter_quad(GDrawRenderState *r, S32 x0, S32 y0, S32 x1, S32 y1, GDrawStats *stats);
/* Draws a special quad in viewport-relative pixel space.
May be normal, may be displaced by filters, etc. and require multiple passes,
may apply special blending (and require extra resolves/rendertargets)
for filter/blend.,
The x0,y0,x1,y1 always describes the "input" box. */
IDOC typedef struct GDrawPrimitive
{
F32 *vertices; // Pointer to an array of $gswf_vertex_xy, $gswf_vertex_xyst, or $gswf_vertex_xyoffs
U16 *indices; // Pointer to an array of 16-bit indices into $(GDrawPrimitive::vertices)
S32 num_vertices; // Count of elements in $(GDrawPrimitive::vertices)
S32 num_indices; // Count of elements in $(GDrawPrimitive::indices)
S32 vertex_format; // One of $gdraw_vformat, specifying the type of element in $(GDrawPrimitive::vertices)
U32 uniform_count;
F32 *uniforms;
U8 drawprim_mode;
} GDrawPrimitive;
/* Specifies the vertex and index data necessary to draw a batch of graphics primitives. */
IDOC typedef void RADLINK gdraw_draw_indexed_triangles(GDrawRenderState *r, GDrawPrimitive *prim, GDrawVertexBuffer *buf, GDrawStats *stats);
/* Draws a collection of indexed triangles, ignoring special filters or blend modes.
If buf is NULL, then the pointers in 'prim' are machine pointers, and
you need to make a copy of the data (note currently all triangles
implementing strokes (wide lines) go this path).
If buf is non-NULL, then use the appropriate vertex buffer, and the
pointers in prim are actually offsets from the beginning of the
vertex buffer -- i.e. offset = (char*) prim->whatever - (char*) NULL;
(note there are separate spaces for vertices and indices; e.g. the
first mesh in a given vertex buffer will normally have a 0 offset
for the vertices and a 0 offset for the indices)
*/
IDOC typedef void RADLINK gdraw_set_antialias_texture(S32 width, U8 *rgba);
/* Specifies the 1D texture data to be used for the antialiasing gradients.
'rgba' specifies the pixel values in rgba byte order. This will only be called
once during initialization. */
////////////////////////////////////////////////////////////
//
// Texture and Vertex Buffers
//
//idoc(parent,GDrawAPI_Buffers)
IDOC typedef enum gdraw_texture_format
{
// Platform-independent formats
GDRAW_TEXTURE_FORMAT_rgba32, // 32bpp RGBA data in platform-preferred byte order (returned by $gdraw_make_texture_begin as $gdraw_texture_type)
GDRAW_TEXTURE_FORMAT_font, // Alpha-only data with at least 4 bits/pixel. Data is submitted as 8 bits/pixel, conversion (if necessary) done by GDraw.
// First platform-specific format index (for reference)
GDRAW_TEXTURE_FORMAT__platform = 16,
// In the future, we will support platform-specific formats and add them to this list.
} gdraw_texture_format;
/* Describes the format of a texture submitted to GDraw. */
IDOC typedef enum gdraw_texture_type
{
GDRAW_TEXTURE_TYPE_rgba, // Raw 4-channel packed texels, in OpenGL-standard order
GDRAW_TEXTURE_TYPE_bgra, // Raw 4-channel packed texels, in Direct3D-standard order
GDRAW_TEXTURE_TYPE_argb, // Raw 4-channel packed texels, in Flash native order
GDRAW_TEXTURE_TYPE__count,
} gdraw_texture_type;
/* Describes the channel layout of a RGBA texture submitted to GDraw. */
IDOC typedef struct GDraw_MakeTexture_ProcessingInfo
{
U8 *texture_data; // Pointer to the texture image bits
S32 num_rows; // Number of rows to upload in the current chunk
S32 stride_in_bytes; // Distance between a given pixel and the first pixel in the next row
S32 texture_type; // One of $gdraw_texture_type
U32 temp_buffer_bytes; // Size of temp buffer in bytes
U8 *temp_buffer; // Temp buffer for GDraw to work in (used during mipmap creation)
void *p0,*p1,*p2,*p3,*p4,*p5,*p6,*p7; // Pointers for GDraw to store data across "passes" (never touched by Iggy)
U32 i0, i1, i2, i3, i4, i5, i6, i7; // Integers for GDraw to store data across "passes" (never touched by Iggy)
} GDraw_MakeTexture_ProcessingInfo;
/* $GDraw_MakeTexture_ProcessingInfo is used when building a texture. */
IDOC typedef struct GDraw_Texture_Description {
S32 width; // Width of the texture in pixels
S32 height; // Height of the texture in pixels
U32 size_in_bytes; // Size of the texture in bytes
} GDraw_Texture_Description;
/* $GDraw_Texture_Description contains information about a texture. */
IDOC typedef U32 gdraw_maketexture_flags;
#define GDRAW_MAKETEXTURE_FLAGS_mipmap 1 IDOC // Generates mip-maps for the texture
#define GDRAW_MAKETEXTURE_FLAGS_updatable 2 IDOC // Set if the texture might be updated subsequent to its initial submission
#define GDRAW_MAKETEXTURE_FLAGS_never_flush 4 IDOC // Set to request that the texture never be flushed from the GDraw cache
/* Flags that control the submission and management of GDraw textures. */
IDOC typedef void RADLINK gdraw_set_texture_unique_id(GDrawTexture *tex, void *old_unique_id, void *new_unique_id);
/* Changes unique id of a texture, only used for TextureSubstitution */
IDOC typedef rrbool RADLINK gdraw_make_texture_begin(void *unique_id,
S32 width, S32 height, gdraw_texture_format format, gdraw_maketexture_flags flags,
GDraw_MakeTexture_ProcessingInfo *output_info, GDrawStats *stats);
/* Begins specifying a new texture.
$:unique_id Unique value specified by Iggy that you can use to identify a reference to the same texture even if its handle has been discarded
$:return Error code if there was a problem, IGGY_RESULT_OK otherwise
*/
IDOC typedef rrbool RADLINK gdraw_make_texture_more(GDraw_MakeTexture_ProcessingInfo *info);
/* Continues specifying a new texture.
$:info The same handle initially passed to $gdraw_make_texture_begin
$:return True if specification can continue, false if specification must be aborted
*/
IDOC typedef GDrawTexture * RADLINK gdraw_make_texture_end(GDraw_MakeTexture_ProcessingInfo *info, GDrawStats *stats);
/* Ends specification of a new texture.
$:info The same handle initially passed to $gdraw_make_texture_begin
$:return Handle for the newly created texture, or NULL if an error occured
*/
IDOC typedef rrbool RADLINK gdraw_update_texture_begin(GDrawTexture *tex, void *unique_id, GDrawStats *stats);
/* Begins updating a previously submitted texture.
$:unique_id Must be the same value initially passed to $gdraw_make_texture_begin
$:return True on success, false otherwise and the texture must be recreated
*/
IDOC typedef void RADLINK gdraw_update_texture_rect(GDrawTexture *tex, void *unique_id, S32 x, S32 y, S32 stride, S32 w, S32 h, U8 *data, gdraw_texture_format format);
/* Updates a rectangle in a previously submitted texture.
$:format Must be the $gdraw_texture_format that was originally passed to $gdraw_make_texture_begin for this texture.
*/
IDOC typedef void RADLINK gdraw_update_texture_end(GDrawTexture *tex, void *unique_id, GDrawStats *stats);
/* Ends an update to a previously submitted texture.
$:unique_id Must be the same value initially passed to $gdraw_make_texture_begin (and hence $gdraw_update_texture_begin)
*/
IDOC typedef void RADLINK gdraw_describe_texture(GDrawTexture *tex, GDraw_Texture_Description *desc);
/* Returns a texture description for a given GDraw texture. */
IDOC typedef GDrawTexture * RADLINK gdraw_make_texture_from_resource(U8 *resource_file, S32 file_len, void *texture);
/* Loads a texture from a resource file and returns a wrapped pointer. */
IDOC typedef void RADLINK gdraw_free_texture_from_resource(GDrawTexture *tex);
/* Frees a texture created with gdraw_make_texture_from_resource. */
IDOC typedef struct gswf_vertex_xy
{
F32 x,y; // Position of the vertex
} gswf_vertex_xy;
/* A 2D point with floating-point position. */
IDOC typedef struct gswf_vertex_xyoffs
{
F32 x,y; // Position of the vertex
S16 aa; // Stroke/aa texcoord
S16 dx, dy; // Vector offset from the position, used for anti-aliasing (signed 11.5 fixed point)
S16 unused;
} gswf_vertex_xyoffs;
/* A 2D point with floating-point position, additional integer parameter, and integer anti-aliasing offset vector. */
IDOC typedef struct gswf_vertex_xyst
{
F32 x,y; // Position of the vertex
F32 s,t; // Explicit texture coordinates for rectangles
} gswf_vertex_xyst;
/* A 2D point with floating-point position and texture coordinates. */
typedef int gdraw_verify_size_xy [sizeof(gswf_vertex_xy ) == 8 ? 1 : -1];
typedef int gdraw_verify_size_xyoffs[sizeof(gswf_vertex_xyoffs) == 16 ? 1 : -1];
typedef int gdraw_verify_size_xyst [sizeof(gswf_vertex_xyst ) == 16 ? 1 : -1];
IDOC typedef enum gdraw_vformat
{
GDRAW_vformat_v2, // Indicates vertices of type $gswf_vertex_xy (8 bytes per vertex)
GDRAW_vformat_v2aa, // Indicates vertices of type $gswf_vertex_xyoffs (16 bytes per vertex)
GDRAW_vformat_v2tc2, // Indicates vertices of type $gswf_vertex_xyst (16 bytes per vertex)
GDRAW_vformat__basic_count,
GDRAW_vformat_ihud1 = GDRAW_vformat__basic_count, // primary format for ihud, currently v2tc2mat4 (20 bytes per vertex)
GDRAW_vformat__count,
GDRAW_vformat_mixed, // Special value that denotes a VB containing data in multiple vertex formats. Never used when drawing!
} gdraw_vformat;
/* Identifies one of the vertex data types. */
IDOC typedef struct GDraw_MakeVertexBuffer_ProcessingInfo
{
U8 *vertex_data; // location to write vertex data
U8 *index_data; // location to write index data
S32 vertex_data_length; // size of buffer to write vertex data
S32 index_data_length; // size of buffer to write index data
void *p0,*p1,*p2,*p3,*p4,*p5,*p6,*p7; // Pointers for GDraw to store data across "passes" (never touched by Iggy)
U32 i0, i1, i2, i3, i4, i5, i6, i7; // Integers for GDraw to store data across "passes" (never touched by Iggy)
} GDraw_MakeVertexBuffer_ProcessingInfo;
/* $GDraw_MakeVertexBuffer_ProcessingInfo is used when building a vertex buffer. */
IDOC typedef struct GDraw_VertexBuffer_Description {
S32 size_in_bytes; // Size of the vertex buffer in bytes
} GDraw_VertexBuffer_Description;
/* $GDraw_VertexBuffer_Description contains information about a vertex buffer. */
IDOC typedef rrbool RADLINK gdraw_make_vertex_buffer_begin(void *unique_id, gdraw_vformat vformat, S32 vdata_len_in_bytes, S32 idata_len_in_bytes, GDraw_MakeVertexBuffer_ProcessingInfo *info, GDrawStats *stats);
/* Begins specifying a new vertex buffer.
$:unique_id Unique value that identifies this texture, across potentially multiple flushes and re-creations of its $GDrawTexture handle in GDraw
$:vformat One of $gdraw_vformat, denoting the format of the vertex data submitted
$:return false if there was a problem, true if ok
*/
IDOC typedef rrbool RADLINK gdraw_make_vertex_buffer_more(GDraw_MakeVertexBuffer_ProcessingInfo *info);
/* Continues specifying a new vertex buffer.
$:info The same handle initially passed to $gdraw_make_vertex_buffer_begin
$:return True if specification can continue, false if specification must be aborted
*/
IDOC typedef GDrawVertexBuffer * RADLINK gdraw_make_vertex_buffer_end(GDraw_MakeVertexBuffer_ProcessingInfo *info, GDrawStats *stats);
/* Ends specification of a new vertex buffer.
$:info The same handle initially passed to $gdraw_make_texture_begin
$:return Handle for the newly created vertex buffer
*/
IDOC typedef void RADLINK gdraw_describe_vertex_buffer(GDrawVertexBuffer *buffer, GDraw_VertexBuffer_Description *desc);
/* Returns a description for a given GDrawVertexBuffer */
IDOC typedef rrbool RADLINK gdraw_try_to_lock_texture(GDrawTexture *tex, void *unique_id, GDrawStats *stats);
/* Tells GDraw that a $GDrawTexture is going to be referenced.
$:unique_id Must be the same value initially passed to $gdraw_make_texture_begin
*/
IDOC typedef rrbool RADLINK gdraw_try_to_lock_vertex_buffer(GDrawVertexBuffer *vb, void *unique_id, GDrawStats *stats);
/* Tells GDraw that a $GDrawVertexBuffer is going to be referenced.
$:unique_id Must be the same value initially passed to $gdraw_make_vertex_buffer_begin
*/
IDOC typedef void RADLINK gdraw_unlock_handles(GDrawStats *stats);
/* Indicates that the user of GDraw will not try to reference anything without locking it again.
Note that although a call to $gdraw_unlock_handles indicates that
all $GDrawTexture and $GDrawVertexBuffer handles that have had a
"unique_id" specified will no longer be referenced by the user of
GDraw, it does not affect those $GDrawTexture handles that were
created by $gdraw_start_texture_draw_buffer with a unique_id of 0.
*/
IDOC typedef void RADLINK gdraw_free_vertex_buffer(GDrawVertexBuffer *vb, void *unique_id, GDrawStats *stats);
/* Free a vertex buffer and invalidate the handle
$:unique_id Must be the same value initially passed to $gdraw_make_vertex_buffer_begin
*/
IDOC typedef void RADLINK gdraw_free_texture(GDrawTexture *t, void *unique_id, GDrawStats *stats);
/* Free a texture and invalidate the handle.
$:unique_id Must be the same value initially passed to $gdraw_make_texture_begin, or 0 for a texture created by $gdraw_end_texture_draw_buffer
*/
////////////////////////////////////////////////////////////
//
// Render targets
//
//idoc(parent,GDrawAPI_Targets)
IDOC typedef U32 gdraw_texturedrawbuffer_flags;
#define GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_color 1 IDOC // Tells GDraw that you will need the color channel when rendering a texture
#define GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_alpha 2 IDOC // Tells GDraw that you will need the alpha channel when rendering a texture
#define GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_stencil 4 IDOC // Tells GDraw that you will need the stencil channel when rendering a texture
#define GDRAW_TEXTUREDRAWBUFFER_FLAGS_needs_id 8 IDOC // Tells GDraw that you will need the id channel when rendering a texture
/* Flags that control rendering to a texture. */
IDOC typedef rrbool RADLINK gdraw_texture_draw_buffer_begin(gswf_recti *region, gdraw_texture_format format, gdraw_texturedrawbuffer_flags flags, void *unique_id, GDrawStats *stats);
/* Starts rendering all GDraw commands to a new texture.
Creates a rendertarget with destination alpha, initializes to all 0s and prepares to render into it
*/
IDOC typedef GDrawTexture * RADLINK gdraw_texture_draw_buffer_end(GDrawStats *stats);
/* Ends rendering GDraw commands to a texture, and returns the texture created.
You can get the size of the resulting texture with $gdraw_query_texture_size.
*/
////////////////////////////////////////////////////////////
//
// Masking
//
//idoc(parent,GDrawAPI_Masking)
IDOC typedef void RADLINK gdraw_draw_mask_begin(gswf_recti *region, S32 mask_bit, GDrawStats *stats);
/* Start a masking operation on the given region for the specified mask bit.
For most drivers, no special preparation is necessary to start masking, so this is a no-op.
*/
IDOC typedef void RADLINK gdraw_draw_mask_end(gswf_recti *region, S32 mask_bit, GDrawStats *stats);
/* End a masking operation on the given region for the specified mask bit.
For most drivers, no special preparation is necessary to end masking, so this is a no-op.
*/
////////////////////////////////////////////////////////////
//
// GDraw API Function table
//
//idoc(parent,GDrawAPI_Base)
IDOC struct GDrawFunctions
{
// queries
gdraw_get_info *GetInfo;
// drawing state
gdraw_set_view_size_and_world_scale * SetViewSizeAndWorldScale;
gdraw_render_tile_begin * RenderTileBegin;
gdraw_render_tile_end * RenderTileEnd;
gdraw_set_antialias_texture * SetAntialiasTexture;
// drawing
gdraw_clear_stencil_bits * ClearStencilBits;
gdraw_clear_id * ClearID;
gdraw_filter_quad * FilterQuad;
gdraw_draw_indexed_triangles * DrawIndexedTriangles;
gdraw_make_texture_begin * MakeTextureBegin;
gdraw_make_texture_more * MakeTextureMore;
gdraw_make_texture_end * MakeTextureEnd;
gdraw_make_vertex_buffer_begin * MakeVertexBufferBegin;
gdraw_make_vertex_buffer_more * MakeVertexBufferMore;
gdraw_make_vertex_buffer_end * MakeVertexBufferEnd;
gdraw_try_to_lock_texture * TryToLockTexture;
gdraw_try_to_lock_vertex_buffer * TryToLockVertexBuffer;
gdraw_unlock_handles * UnlockHandles;
gdraw_free_texture * FreeTexture;
gdraw_free_vertex_buffer * FreeVertexBuffer;
gdraw_update_texture_begin * UpdateTextureBegin;
gdraw_update_texture_rect * UpdateTextureRect;
gdraw_update_texture_end * UpdateTextureEnd;
// rendertargets
gdraw_texture_draw_buffer_begin * TextureDrawBufferBegin;
gdraw_texture_draw_buffer_end * TextureDrawBufferEnd;
gdraw_describe_texture * DescribeTexture;
gdraw_describe_vertex_buffer * DescribeVertexBuffer;
// new functions are always added at the end, so these have no structure
gdraw_set_texture_unique_id * SetTextureUniqueID;
gdraw_draw_mask_begin * DrawMaskBegin;
gdraw_draw_mask_end * DrawMaskEnd;
gdraw_rendering_begin * RenderingBegin;
gdraw_rendering_end * RenderingEnd;
gdraw_make_texture_from_resource * MakeTextureFromResource;
gdraw_free_texture_from_resource * FreeTextureFromResource;
gdraw_set_3d_transform * Set3DTransform;
};
/* The function interface called by Iggy to render graphics on all
platforms.
So that Iggy can integrate with the widest possible variety of
rendering scenarios, all of its renderer-specific drawing calls
go through this table of function pointers. This allows you
to dynamically configure which of RAD's supplied drawing layers
you wish to use, or to integrate it directly into your own
renderer by implementing your own versions of the drawing
functions Iggy requires.
*/
RADDEFEND
#endif

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#ifndef __RAD_INCLUDE_IGGYEXPRUNTIME_H__
#define __RAD_INCLUDE_IGGYEXPRUNTIME_H__
#include "rrCore.h"
#define IDOC
RADDEFSTART
#ifndef __RAD_HIGGYEXP_
#define __RAD_HIGGYEXP_
typedef void * HIGGYEXP;
#endif
//idoc(parent,IggyExpRuntime_API)
#define IGGYEXP_MIN_STORAGE 1024 IDOC
/* The minimum-sized block you must provide to $IggyExpCreate */
IDOC RADEXPFUNC HIGGYEXP RADEXPLINK IggyExpCreate(char *ip_address, S32 port, void *storage, S32 storage_size_in_bytes);
/* Opens a connection to $IggyExplorer and returns an $HIGGYEXP wrapping the connection.
$:ip_address The address of the machine running Iggy Explorer (can be numeric with dots, or textual, including "localhost")
$:port The port number on which Iggy Explorer is listening for a network connection (the default is 9190)
$:storage A small block of storage that needed to store the $HIGGYEXP, must be at least $IGGYEXP_MIN_STORAGE
$:storage_size_in_bytes The size of the block pointer to by <tt>storage</tt>
Returns a NULL HIGGYEXP if the IP address/hostname can't be resolved, or no Iggy Explorer
can be contacted at the specified address/port. Otherwise returns a non-NULL $HIGGYEXP
which you can pass to $IggyUseExplorer. */
IDOC RADEXPFUNC void RADEXPLINK IggyExpDestroy(HIGGYEXP p);
/* Closes and destroys a connection to $IggyExplorer */
IDOC RADEXPFUNC rrbool RADEXPLINK IggyExpCheckValidity(HIGGYEXP p);
/* Checks if the connection represented by an $HIGGYEXP is still valid, i.e.
still connected to $IggyExplorer.
Returns true if the connection is still valid; returns false if it is not valid.
This might happen if someone closes Iggy Explorer, Iggy Explorer crashes, or
the network fails. You can this to poll and detect these conditions and do
something in response, such as trying to open a new connection.
An invalid $HIGGYEXP must still be shutdown with $IggyExpDestroy. */
RADDEFEND
#endif//__RAD_INCLUDE_IGGYEXPRUNTIME_H__

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// $$COPYRIGHT$$
#ifndef __RAD_INCLUDE_IGGYPERFMON_H__
#define __RAD_INCLUDE_IGGYPERFMON_H__
#include "rrCore.h"
#define IDOC
RADDEFSTART
#ifndef __RAD_HIGGYPERFMON_
#define __RAD_HIGGYPERFMON_
typedef void * HIGGYPERFMON;
#endif
//idoc(parent,IggyPerfmon_API)
typedef void * RADLINK iggyperfmon_malloc(void *handle, U32 size);
typedef void RADLINK iggyperfmon_free(void *handle, void *ptr);
IDOC RADEXPFUNC HIGGYPERFMON RADEXPLINK IggyPerfmonCreate(iggyperfmon_malloc *perf_malloc, iggyperfmon_free *perf_free, void *callback_handle);
/* Creates an IggyPerfmon.
You must supply allocator functions. The amount allocated depends on the complexity
of the Iggys being profiled. */
typedef struct Iggy Iggy;
typedef struct GDrawFunctions GDrawFunctions;
IDOC typedef union {
U32 bits;
struct {
U32 dpad_up :1;
U32 dpad_down :1;
U32 dpad_left :1;
U32 dpad_right :1;
U32 button_up :1; // XBox Y, PS3 tri
U32 button_down :1; // XBox A, PS3 X
U32 button_left :1; // XBox X, PS3 square
U32 button_right :1; // XBox B, PS3 circle
U32 shoulder_left_hi :1; // LB/L1
U32 shoulder_right_hi :1; // RB/R1
U32 trigger_left_low :1;
U32 trigger_right_low :1;
} field;
} IggyPerfmonPad;
#define IggyPerfmonPadFromXInputStatePointer(pad, xis) \
(pad).bits = 0, \
(pad).field.dpad_up = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP), \
(pad).field.dpad_down = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN), \
(pad).field.dpad_left = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT), \
(pad).field.dpad_right = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT), \
(pad).field.button_up = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_Y), \
(pad).field.button_down = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_A), \
(pad).field.button_left = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_X), \
(pad).field.button_right = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_B), \
(pad).field.shoulder_left_hi = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER), \
(pad).field.shoulder_right_hi = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER), \
(pad).field.trigger_left_low = 0 != ((xis)->Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD), \
(pad).field.trigger_right_low = 0 != ((xis)->Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
// All positions in window coords
IDOC RADEXPFUNC void RADEXPLINK IggyPerfmonTickAndDraw(HIGGYPERFMON p, GDrawFunctions* gdraw_funcs,
const IggyPerfmonPad* pad,
int pm_tile_ul_x, int pm_tile_ul_y, int pm_tile_lr_x, int pm_tile_lr_y);
/* Draw and tick an IggyPerfmon.
$:p A perfmon context previously created with IggyPerfmonCreate
$:gdraw_functions The same GDraw handle used for rendering Iggy
$:pad An abstracted gamepad state structure. iggyperfmon.h
includes an example that initializes the abstract gamepad from a 360 controller
as defined by XInput; this will work on both Windows and the Xbox 360.
$:pm_tile_ul_x The left coordinate of the rectangle where the perfmon display should be drawn
$:pm_tile_ul_y The top coordinate of the rectangle where the perfmon display should be drawn
$:pm_tile_lr_x The right coordinate of the rectangle where the perfmon display should be drawn
$:pm_tile_lr_y The bottom coordinate of the rectangle where the perfmon display should be drawn
You should only call this function when you want Iggy Perfmon to be visible.
See $IggyPerfmon for more information. */
IDOC RADEXPFUNC void RADEXPLINK IggyPerfmonDestroy(HIGGYPERFMON p, GDrawFunctions* iggy_draw);
/* Closes and destroys an IggyPerfmon */
RADDEFEND
#endif//__RAD_INCLUDE_IGGYPERFMON_H__

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#ifndef __RAD_INCLUDE_IGGYPERFMON_ORBIS_H__
#define __RAD_INCLUDE_IGGYPERFMON_ORBIS_H__
// You still need to include regular iggyperfmon.h first. This is just for convenience.
#define IggyPerfmonPadFromScePadData(pad, paddata) \
(pad).bits = 0, \
(pad).field.dpad_up = 0 != ((paddata).buttons & SCE_PAD_BUTTON_UP), \
(pad).field.dpad_down = 0 != ((paddata).buttons & SCE_PAD_BUTTON_DOWN), \
(pad).field.dpad_left = 0 != ((paddata).buttons & SCE_PAD_BUTTON_LEFT), \
(pad).field.dpad_right = 0 != ((paddata).buttons & SCE_PAD_BUTTON_RIGHT), \
(pad).field.button_up = 0 != ((paddata).buttons & SCE_PAD_BUTTON_TRIANGLE), \
(pad).field.button_down = 0 != ((paddata).buttons & SCE_PAD_BUTTON_CROSS), \
(pad).field.button_left = 0 != ((paddata).buttons & SCE_PAD_BUTTON_SQUARE), \
(pad).field.button_right = 0 != ((paddata).buttons & SCE_PAD_BUTTON_CIRCLE), \
(pad).field.shoulder_left_hi = 0 != ((paddata).buttons & SCE_PAD_BUTTON_L1), \
(pad).field.shoulder_right_hi = 0 != ((paddata).buttons & SCE_PAD_BUTTON_R1), \
(pad).field.trigger_left_low = 0 != ((paddata).buttons & SCE_PAD_BUTTON_L2), \
(pad).field.trigger_right_low = 0 != ((paddata).buttons & SCE_PAD_BUTTON_R2)
#endif//__RAD_INCLUDE_IGGYPERFMON_ORBIS_H__

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