nds_nflib/source/nf_sprite3d.c
Antonio Niño Díaz 02321a1864 library: Delete 3D sprites when overwriten
When a 3D sprite is created on top of a previously created 3D sprite, it
is needed to delete the previous one. If not, the sprite count will be
incorrect.

This doesn't happen with other subsystems of the library.
2023-06-05 23:51:40 +01:00

865 lines
26 KiB
C

// SPDX-License-Identifier: MIT
//
// Copyright (c) 2009-2014 Cesar Rincon "NightFox"
// Copyright (c) 2023 Antonio Niño Díaz "AntonioND"
//
// NightFox LIB - 3D sprite functions
// http://www.nightfoxandco.com/
#include <stdio.h>
#include <string.h>
#include <nds.h>
#include "nf_3d.h"
#include "nf_basic.h"
#include "nf_sprite256.h"
#include "nf_sprite3d.h"
// 3D sprite control structs
NF_TYPE_3DSPRITE_INFO NF_3DSPRITE[NF_3DSPRITES];
// Structs that handle textures in VRAM
NF_TYPE_TEX256VRAM_INFO NF_TEX256VRAM[NF_3DSPRITES];
// Structs that handle palettes in VRAM
NF_TYPE_3DSPRPALSLOT_INFO NF_TEXPALSLOT[32];
// Texture VRAM allocator information
NF_TYPE_TEXVRAM_INFO NF_TEXVRAM;
// 3D sprite handler
NF_TYPE_CREATED_3DSPRITE_INFO NF_CREATED_3DSPRITE;
void NF_Init3dSpriteSys(void)
{
// Reset all sprite control structures
for (int n = 0; n < NF_3DSPRITES; n++)
{
NF_3DSPRITE[n].inuse = false; // Mark as unused
NF_TEX256VRAM[n].inuse = false; // Mark as unused
NF_CREATED_3DSPRITE.id[n] = 0;
NF_CREATED_3DSPRITE.bck[n] = 0;
}
// Initialize the VRAM information struct
NF_TEXVRAM.free = 131072; // Available VRAM (128 KB)
NF_TEXVRAM.last = 0; // Last used position
NF_TEXVRAM.deleted = 0; // No graphics deleted
NF_TEXVRAM.fragmented = 0; // Fragmented VRAM
NF_TEXVRAM.inarow = 131072; // Contiguous VRAM
for (int n = 0; n < NF_3DSPRITES; n++)
{
NF_TEXVRAM.pos[n] = 0;
NF_TEXVRAM.size[n] = 0;
}
NF_TEXVRAM.next = 0x06820000; // Next VRAM address to be used for allocations
// Initialize palette slots
for (int n = 0; n < 32; n++)
{
NF_TEXPALSLOT[n].inuse = false;
NF_TEXPALSLOT[n].ramslot = 0;
}
// Reset the number of created sprites
NF_CREATED_3DSPRITE.total = 0;
// Clear VRAM_B and VRAM_F, used for textures and palettes
vramSetBankB(VRAM_B_LCD);
memset((void *)0x06820000, 0, 131072);
vramSetBankB(VRAM_B_TEXTURE_SLOT1);
vramSetBankF(VRAM_F_LCD);
memset((void *)0x06890000, 0, 16384);
vramSetBankF(VRAM_F_TEX_PALETTE);
NF_InitOpenGL();
}
void NF_Vram3dSpriteGfx(u32 ram, u32 vram, bool keepframes)
{
if (ram >= NF_SLOTS_SPR256GFX)
NF_Error(106, "Sprite GFX", NF_SLOTS_SPR256GFX - 1);
if (NF_SPR256GFX[ram].available)
NF_Error(110, "Sprite GFX", ram);
if (vram >= NF_3DSPRITES)
NF_Error(106, "VRAM GFX", NF_3DSPRITES - 1);
if (NF_TEX256VRAM[vram].inuse)
NF_Error(109, "VRAM", vram);
// Check that the texture size is valid
if ((NF_GetTextureSize(NF_SPR256GFX[ram].width) == 255) ||
(NF_GetTextureSize(NF_SPR256GFX[ram].height) == 255))
{
NF_Error(119, NULL, ram);
}
// Let the CPU access VRAM_B
vramSetBankB(VRAM_B_LCD);
// Calculate the size of one frame
u32 width = NF_SPR256GFX[ram].width / 8;
u32 height = NF_SPR256GFX[ram].height / 8;
NF_TEX256VRAM[vram].framesize = (width * height) * 64;
// Calculate the last frame of the animation
NF_TEX256VRAM[vram].lastframe =
(NF_SPR256GFX[ram].size / NF_TEX256VRAM[vram].framesize) - 1;
NF_TEX256VRAM[vram].inuse = true; // Mark this slot as used
// Calculate the size of the texture to copy to VRAM depending on whether
// frames need to be copied to VRAM or kept in RAM
u32 gfxsize;
if (keepframes) // Keep frames in RAM, copy only the first one to VRAM
gfxsize = NF_TEX256VRAM[vram].framesize;
else // Copy all frames to VRAM
gfxsize = NF_SPR256GFX[ram].size;
NF_TEXVRAM.free -= gfxsize;
// Fail if there isn't enough free VRAM
if (NF_TEXVRAM.free < 0)
NF_Error(113, "Sprites", gfxsize);
// Try to reuse any deleted block
int id = 255;
if (NF_TEXVRAM.deleted > 0)
{
// First, try to find a block with the same size
for (int n = 0; n < NF_TEXVRAM.deleted; n++)
{
if (NF_TEXVRAM.size[n] == gfxsize)
{
id = n;
break;
}
}
// If not, look for a block with enough space (fragmenting it)
if (id != 255)
{
for (int n = 0; n < NF_TEXVRAM.deleted; n++)
{
if (NF_TEXVRAM.size[n] > gfxsize)
{
id = n;
break;
}
}
}
}
// If we have found a block to reuse
if (id != 255)
{
bool organize = true; // Do we need to reorganize the array of free blocks?
// Copy texture to VRAM
NF_DmaMemCopy((void *)NF_TEXVRAM.pos[id], NF_BUFFER_SPR256GFX[ram], gfxsize);
// Save the location of the texture
NF_TEX256VRAM[vram].address = NF_TEXVRAM.pos[id];
// If not all the free space has been used, register a new block
if (gfxsize < NF_TEXVRAM.size[id])
{
// Calculate remaining free space in the block
u32 size = NF_TEXVRAM.size[id] - gfxsize;
// Update block information
NF_TEXVRAM.pos[id] += gfxsize;
NF_TEXVRAM.size[id] = size;
NF_TEXVRAM.fragmented -= gfxsize; // Reduce fragmented VRAM
organize = false; // Don't reorganize the array of free blocks
}
else
{
// All the space has been used
NF_TEXVRAM.fragmented -= NF_TEXVRAM.size[id];
}
// If we have to reorganize the array of free blocks
if (organize)
{
int last_reuse = NF_TEXVRAM.deleted - 1;
// If there is more than one deleted block and it isn't the last
// position
if ((last_reuse > 0) && (id != last_reuse))
{
// Save the values of the last position here
NF_TEXVRAM.pos[id] = NF_TEXVRAM.pos[last_reuse];
NF_TEXVRAM.size[id] = NF_TEXVRAM.size[last_reuse];
}
// Reduce the number of deleted blocks
NF_TEXVRAM.deleted--;
}
}
else
{
// If there aren't deleted blocks, or they are too small, place the new
// texture at the end of the used VRAM
// Update the value of contiguous available VRAM (at the end)
NF_TEXVRAM.inarow -= gfxsize;
// Fail if there isn't enough contiguous VRAM
if (NF_TEXVRAM.inarow < 0)
NF_Error(113, "Sprites", gfxsize);
// Transfer texture to VRAM
NF_DmaMemCopy((void *)NF_TEXVRAM.next, NF_BUFFER_SPR256GFX[ram], gfxsize);
// Save the address
NF_TEX256VRAM[vram].address = NF_TEXVRAM.next;
// Use the current address as the last address used
NF_TEXVRAM.last = NF_TEXVRAM.next;
// Calculate the next available address
NF_TEXVRAM.next += gfxsize;
}
// Save information about this texture
NF_TEX256VRAM[vram].size = gfxsize;
NF_TEX256VRAM[vram].width = NF_SPR256GFX[ram].width;
NF_TEX256VRAM[vram].height = NF_SPR256GFX[ram].height;
NF_TEX256VRAM[vram].ramid = ram;
NF_TEX256VRAM[vram].keepframes = keepframes;
// Setup VRAM_B as texture memory
vramSetBankB(VRAM_B_TEXTURE_SLOT1);
}
void NF_Free3dSpriteGfx(u32 id)
{
if (!NF_TEX256VRAM[id].inuse)
NF_Error(110, "Sprite Gfx", id);
// Let the CPU access VRAM_B
vramSetBankB(VRAM_B_LCD);
// Clear graphics
memset((void *)NF_TEX256VRAM[id].address, 0, NF_TEX256VRAM[id].size);
// Update the available VRAM
NF_TEXVRAM.free += NF_TEX256VRAM[id].size;
// Save the position and size of the deleted block to be reused
NF_TEXVRAM.pos[NF_TEXVRAM.deleted] = NF_TEX256VRAM[id].address;
NF_TEXVRAM.size[NF_TEXVRAM.deleted] = NF_TEX256VRAM[id].size;
NF_TEXVRAM.deleted++;
// Increment fragmented memory counter
NF_TEXVRAM.fragmented += NF_TEX256VRAM[id].size;
// Mark as unused
NF_TEX256VRAM[id].inuse = false;
// Check if VRAM is too fragmented and it has to be defragmented
if (NF_TEXVRAM.fragmented >= (NF_TEXVRAM.inarow / 2))
NF_Vram3dSpriteGfxDefrag();
// Setup VRAM_B as texture memory
vramSetBankB(VRAM_B_TEXTURE_SLOT1);
}
void NF_Vram3dSpriteGfxDefrag(void)
{
// Let the CPU access VRAM_B
vramSetBankB(VRAM_B_LCD);
// Calculate the size of the VRAM in use and create a temporary buffer
u32 used_vram = (131072 - NF_TEXVRAM.free) + 1;
char *buffer = calloc(used_vram, sizeof(char));
if (buffer == NULL)
NF_Error(102, NULL, used_vram);
char *address[NF_3DSPRITES]; // Array of texture addresses in VRAM
u32 size[NF_3DSPRITES]; // Array of texture sizes
// Copy textures in use from VRAM to the temporary buffer
u32 ram = 0; // Initial VRAM address
for (int n = 0; n < NF_3DSPRITES; n++)
{
if (NF_TEX256VRAM[n].inuse)
{
address[n] = buffer + ram;
size[n] = NF_TEX256VRAM[n].size;
NF_DmaMemCopy(address[n], (void *)NF_TEX256VRAM[n].address, size[n]);
ram += size[n]; // Next position in RAM (relative)
}
}
// Initialize the VRAM information struct
NF_TEXVRAM.free = 131072; // Available VRAM (128 KB)
NF_TEXVRAM.last = 0; // Last used position
NF_TEXVRAM.deleted = 0; // No graphics deleted
NF_TEXVRAM.fragmented = 0; // Fragmented VRAM
NF_TEXVRAM.inarow = 131072; // Contiguous VRAM
for (int n = 0; n < NF_3DSPRITES; n++)
{
NF_TEXVRAM.pos[n] = 0;
NF_TEXVRAM.size[n] = 0;
}
NF_TEXVRAM.next = 0x06820000; // Next VRAM address to be used for allocations
// Copy textures to VRAM, but packed
for (int n = 0; n < NF_3DSPRITES; n++)
{
if (NF_TEX256VRAM[n].inuse)
{
NF_DmaMemCopy((void *)NF_TEXVRAM.next, address[n], size[n]);
NF_TEX256VRAM[n].address = NF_TEXVRAM.next; // Next available VRAM address
NF_TEXVRAM.free -= size[n];
NF_TEXVRAM.inarow -= size[n];
NF_TEXVRAM.last = NF_TEXVRAM.next; // Save this address as the last one used
NF_TEXVRAM.next += size[n]; // Calculate the next address to use
}
}
// Reassign graphics to their sprites
for (int n = 0; n < NF_3DSPRITES; n++)
{
if (NF_3DSPRITE[n].inuse)
{
u32 gfx_address;
NF_3DSPRITE[n].gfx = NF_TEX256VRAM[NF_3DSPRITE[n].gfxid].address;
if (NF_TEX256VRAM[NF_3DSPRITE[n].gfxid].keepframes)
{
gfx_address = NF_3DSPRITE[n].gfx;
}
else
{
gfx_address = NF_3DSPRITE[n].gfx +
(NF_3DSPRITE[n].framesize * NF_3DSPRITE[n].frame);
}
// Build GPU texture command
u32 x_size = NF_GetTextureSize(NF_3DSPRITE[n].width);
u32 y_size = NF_GetTextureSize(NF_3DSPRITE[n].height);
NF_3DSPRITE[n].gfx_tex_format = ((gfx_address >> 3) & 0xFFFF) |
(x_size << 20) | (y_size << 23) | (GL_RGB256 << 26) |
GL_TEXTURE_COLOR0_TRANSPARENT | TEXGEN_OFF;
}
}
// Free the temporary buffer
free(buffer);
// Setup VRAM_B as texture memory
vramSetBankB(VRAM_B_TEXTURE_SLOT1);
}
void NF_Vram3dSpritePal(u32 id, u32 slot)
{
if (id >= NF_SLOTS_SPR256PAL)
NF_Error(106, "Sprite PAL", NF_SLOTS_SPR256PAL);
if (NF_SPR256PAL[id].available)
NF_Error(110, "Sprite PAL", id);
if (slot > 31)
NF_Error(106, "Sprite Palette Slot", 31);
// Copy palette to VRAM to the right slot
u32 address = 0x06890000 + (slot * 256 * 2);
vramSetBankF(VRAM_F_LCD); // Let the CPU access VRAM_F
NF_DmaMemCopy((void *)address, NF_BUFFER_SPR256PAL[id], NF_SPR256PAL[id].size);
vramSetBankF(VRAM_F_TEX_PALETTE); // Setup VRAM_F for texture palettes
// Save parameters and mark as used
NF_TEXPALSLOT[slot].inuse = true;
NF_TEXPALSLOT[slot].ramslot = id;
}
void NF_Create3dSprite(u32 id, u32 gfx, u32 pal, s32 x, s32 y)
{
if (id > (NF_3DSPRITES - 1))
NF_Error(106, "3D sprite", NF_3DSPRITES - 1);
if (gfx > (NF_3DSPRITES - 1))
NF_Error(106, "3D sprite gfx", NF_3DSPRITES - 1);
if (!NF_TEX256VRAM[gfx].inuse)
NF_Error(111, "3D Sprite GFX", gfx);
if (pal > 31)
NF_Error(106, "3D Sprite Palette Slot", 31);
if (!NF_TEXPALSLOT[pal].inuse)
NF_Error(111, "3D Sprite PAL", pal);
if (NF_3DSPRITE[id].inuse)
NF_Delete3dSprite(id);
// Calculate palette address and save it in the sprite struct
u32 pal_address = pal * 256 * 2;
NF_3DSPRITE[id].pal = pal_address; // Offset to the address from the base of VRAM_F
NF_3DSPRITE[id].palid = pal; // Number of palette
// GPU palette comand format
NF_3DSPRITE[id].gfx_pal_format = (pal_address >> 4) & 0x1FFF;
// Calculate texture address and save it in the sprite struct
u32 gfx_address = NF_TEX256VRAM[gfx].address;
NF_3DSPRITE[id].gfx = gfx_address; // Offset to the address from the base of VRAM_B
NF_3DSPRITE[id].gfxid = gfx; // Number of the graphics used
u16 x_size = NF_GetTextureSize(NF_TEX256VRAM[gfx].width);
u16 y_size = NF_GetTextureSize(NF_TEX256VRAM[gfx].height);
// GPU texture command format
NF_3DSPRITE[id].gfx_tex_format = ((gfx_address >> 3) & 0xFFFF) |
(x_size << 20) | (y_size << 23) | (GL_RGB256 << 26) |
GL_TEXTURE_COLOR0_TRANSPARENT | TEXGEN_OFF;
// Save sprite parameters
NF_3DSPRITE[id].x = x;
NF_3DSPRITE[id].y = y;
NF_3DSPRITE[id].z = 0;
NF_3DSPRITE[id].width = NF_TEX256VRAM[gfx].width;
NF_3DSPRITE[id].height = NF_TEX256VRAM[gfx].height;
NF_3DSPRITE[id].framesize = NF_TEX256VRAM[gfx].framesize;
NF_3DSPRITE[id].lastframe = NF_TEX256VRAM[gfx].lastframe;
NF_3DSPRITE[id].prio = NF_CREATED_3DSPRITE.total;
NF_3DSPRITE[id].poly_id = 0;
NF_3DSPRITE[id].alpha = 31;
NF_3DSPRITE[id].rx = 0;
NF_3DSPRITE[id].ry = 0;
NF_3DSPRITE[id].rz = 0;
NF_3DSPRITE[id].rot = false;
NF_3DSPRITE[id].sx = 64 << 6;
NF_3DSPRITE[id].sy = 64 << 6;
NF_3DSPRITE[id].scale = false;
NF_3DSPRITE[id].frame = 0;
NF_3DSPRITE[id].newframe = 0;
// Register it as created
NF_CREATED_3DSPRITE.id[NF_CREATED_3DSPRITE.total] = id;
NF_CREATED_3DSPRITE.total++;
NF_3DSPRITE[id].show = true;
NF_3DSPRITE[id].inuse = true;
}
void NF_Delete3dSprite(u32 id)
{
if (id > (NF_3DSPRITES - 1))
NF_Error(106, "3D sprite", NF_3DSPRITES - 1);
if (!NF_3DSPRITE[id].inuse)
NF_Error(112, "3D sprite", id);
// Mark sprite as unused
NF_3DSPRITE[id].inuse = false;
// Remove the selected sprite from the queue
if (NF_CREATED_3DSPRITE.total > 1)
{
// If there are more than one sprite
int n2 = 0;
for (int n1 = 0; n1 < NF_CREATED_3DSPRITE.total; n1++)
{
// If this is any other sprite than the selected one, copy it to the
// temporary array
if (NF_CREATED_3DSPRITE.id[n1] != id)
{
NF_CREATED_3DSPRITE.bck[n2] = NF_CREATED_3DSPRITE.id[n1];
n2++;
}
}
NF_CREATED_3DSPRITE.total--;
// Copy the temporary array to the active array
for (int n1 = 0; n1 < NF_CREATED_3DSPRITE.total; n1++)
NF_CREATED_3DSPRITE.id[n1] = NF_CREATED_3DSPRITE.bck[n1];
}
else
{
// If this is the last sprite
NF_CREATED_3DSPRITE.id[0] = 0;
NF_CREATED_3DSPRITE.total = 0;
}
}
void NF_Sort3dSprites(void)
{
// Return if the number of sprites isn't big enough
if (NF_CREATED_3DSPRITE.total < 2)
return;
// Sort queue
for (int n1 = 0; n1 < (NF_CREATED_3DSPRITE.total - 1); n1++)
{
for (int n2 = n1 + 1; n2 < NF_CREATED_3DSPRITE.total; n2++)
{
if (NF_CREATED_3DSPRITE.id[n2] < NF_CREATED_3DSPRITE.id[n1])
{
// Swap IDs
u32 id2 = NF_CREATED_3DSPRITE.id[n2];
u32 id1 = NF_CREATED_3DSPRITE.id[n1];
NF_CREATED_3DSPRITE.id[n1] = id2;
NF_CREATED_3DSPRITE.id[n2] = id1;
// Update priorities
NF_3DSPRITE[id2].prio = n1;
NF_3DSPRITE[id1].prio = n2;
}
}
}
}
void NF_Set3dSpritePriority(u32 id, u32 prio)
{
// Create a backup of the queue
for (int n = 0; n < NF_CREATED_3DSPRITE.total; n++)
NF_CREATED_3DSPRITE.bck[n] = NF_CREATED_3DSPRITE.id[n];
NF_CREATED_3DSPRITE.id[prio] = id;
NF_3DSPRITE[id].prio = prio;
// Add sprite to the right position in the queue based on the priority
u32 a = 0;
u32 b = 0;
for (int n = 0; n < NF_CREATED_3DSPRITE.total; n++)
{
if ((a != prio) && (NF_CREATED_3DSPRITE.bck[b] != id))
{
NF_CREATED_3DSPRITE.id[a] = NF_CREATED_3DSPRITE.bck[b];
NF_3DSPRITE[NF_CREATED_3DSPRITE.id[a]].prio = a;
a++;
b++;
}
else
{
// Skip entries with the same priority
if (a == prio)
a++;
// If the ID matches, skip it
if (NF_CREATED_3DSPRITE.bck[b] == id)
b++;
}
}
}
void NF_Swap3dSpritePriority(u32 id_a, u32 id_b)
{
// Swap priorities
u32 prio_a = NF_3DSPRITE[id_b].prio;
u32 prio_b = NF_3DSPRITE[id_a].prio;
NF_3DSPRITE[id_a].prio = prio_a;
NF_3DSPRITE[id_b].prio = prio_b;
// Modify the sprite queue
NF_CREATED_3DSPRITE.id[prio_a] = id_a;
NF_CREATED_3DSPRITE.id[prio_b] = id_b;
}
void NF_Set3dSpriteFrame(u32 id, u32 frame)
{
if (id > (NF_3DSPRITES - 1))
NF_Error(106, "3D sprite", NF_3DSPRITES - 1);
if (!NF_3DSPRITE[id].inuse)
NF_Error(112, "3D sprite", id);
if (frame > NF_3DSPRITE[id].lastframe)
NF_Error(106, "Sprite frame", NF_3DSPRITE[id].lastframe);
if (NF_TEX256VRAM[NF_3DSPRITE[id].gfxid].keepframes)
{
// If the sprite frames are kept in RAM, mark the new frame as the
// desired frame so that it is copied to VRAM during the update of all
// 3D sprites.
NF_3DSPRITE[id].newframe = frame;
}
else
{
// If all frames are already in VRAM update the information in the
// sprite structure.
u32 gfx_address = NF_3DSPRITE[id].gfx + (NF_3DSPRITE[id].framesize * frame);
u16 x_size = NF_GetTextureSize(NF_3DSPRITE[id].width);
u16 y_size = NF_GetTextureSize(NF_3DSPRITE[id].height);
NF_3DSPRITE[id].gfx_tex_format = ((gfx_address >> 3) & 0xFFFF) |
(x_size << 20) | (y_size << 23) | (GL_RGB256 << 26) |
GL_TEXTURE_COLOR0_TRANSPARENT | TEXGEN_OFF;
NF_3DSPRITE[id].frame = frame;
NF_3DSPRITE[id].newframe = frame;
}
}
void NF_Draw3dSprites(void)
{
// If there are no 3D sprites, return
if (NF_CREATED_3DSPRITE.total == 0)
return;
for (int n = 0; n < NF_CREATED_3DSPRITE.total; n++)
{
u32 id = NF_CREATED_3DSPRITE.id[n];
if (!NF_3DSPRITE[id].inuse)
continue;
if (!NF_3DSPRITE[id].show)
continue;
// Calculate the current Z
u32 z = n + NF_3DSPRITE[id].z;
// Apply alpha value and disable culling so that the sprite is drawn
// regardless of the orientation
glPolyFmt(POLY_ALPHA(NF_3DSPRITE[id].alpha) | POLY_ID(NF_3DSPRITE[id].poly_id) |
POLY_CULL_NONE);
if (NF_3DSPRITE[id].rot || NF_3DSPRITE[id].scale)
{
glPushMatrix();
// Translate to the center of the sprite
u32 x = NF_3DSPRITE[id].x + (NF_3DSPRITE[id].width / 2);
u32 y = NF_3DSPRITE[id].y + (NF_3DSPRITE[id].height / 2);
glTranslatef32(x, y, z);
if (NF_3DSPRITE[id].rot)
{
glRotateXi(NF_3DSPRITE[id].rx);
glRotateYi(NF_3DSPRITE[id].ry);
glRotateZi(NF_3DSPRITE[id].rz);
}
if (NF_3DSPRITE[id].scale)
glScalef32(NF_3DSPRITE[id].sx, NF_3DSPRITE[id].sy, 0);
// Do the opposite translation to complete the rotation and scale
glTranslatef32(-x, -y, -z);
}
// Apply texture and palette
GFX_PAL_FORMAT = NF_3DSPRITE[id].gfx_pal_format;
GFX_TEX_FORMAT = NF_3DSPRITE[id].gfx_tex_format;
// Calculate vertices
u32 x1 = NF_3DSPRITE[id].x;
u32 x2 = NF_3DSPRITE[id].x + NF_3DSPRITE[id].width;
u32 y1 = NF_3DSPRITE[id].y;
u32 y2 = NF_3DSPRITE[id].y + NF_3DSPRITE[id].height;
// Draw polygon
glBegin(GL_QUAD);
// Top left
glTexCoord2t16(inttot16(0), inttot16(0));
glVertex3v16(x1, y1, z);
// Bottom left
glTexCoord2t16(inttot16(0), inttot16(NF_3DSPRITE[id].height));
glVertex3v16(x1, y2, z);
// Bottom right
glTexCoord2t16(inttot16(NF_3DSPRITE[id].width),
inttot16(NF_3DSPRITE[id].height));
glVertex3v16(x2, y2, z);
// Top right
glTexCoord2t16(inttot16(NF_3DSPRITE[id].width), inttot16(0));
glVertex3v16(x2, y1, z);
glEnd();
// Restore matrix if we have done a transformation before
if (NF_3DSPRITE[id].rot || NF_3DSPRITE[id].scale)
glPopMatrix(1);
}
}
void NF_Update3dSpritesGfx(void)
{
// If there is nothing to update, return
if (NF_CREATED_3DSPRITE.total == 0)
return;
// This function copies textures from RAM to VRAM if the animation frame has
// changed and all frames haven't been copied to VRAM.
// Let the CPU access VRAM_B
vramSetBankB(VRAM_B_LCD);
for (int n = 0; n < NF_CREATED_3DSPRITE.total; n++)
{
u32 id = NF_CREATED_3DSPRITE.id[n];
// If frames are only stored in RAM and the frame has to change
if (NF_TEX256VRAM[NF_3DSPRITE[id].gfxid].keepframes &&
(NF_3DSPRITE[id].frame != NF_3DSPRITE[id].newframe))
{
u32 ramid = NF_TEX256VRAM[NF_3DSPRITE[id].gfxid].ramid;
char *source = NF_BUFFER_SPR256GFX[ramid] +
(NF_3DSPRITE[id].framesize * NF_3DSPRITE[id].newframe);
u32 destination = NF_TEX256VRAM[NF_3DSPRITE[id].gfxid].address;
NF_DmaMemCopy((void *)destination, source, NF_3DSPRITE[id].framesize);
// Update the current frame
NF_3DSPRITE[id].frame = NF_3DSPRITE[id].newframe;
}
}
// Set VRAM_B as a texture bank
vramSetBankB(VRAM_B_TEXTURE_SLOT1);
}
void NF_Rotate3dSprite(u32 id, s32 x, s32 y, s32 z)
{
NF_3DSPRITE[id].rx = x << 6;
NF_3DSPRITE[id].ry = y << 6;
NF_3DSPRITE[id].rz = z << 6;
// Flag the sprite as rotated if the scale values aren't the default
if (NF_3DSPRITE[id].rx | NF_3DSPRITE[id].ry | NF_3DSPRITE[id].rz)
NF_3DSPRITE[id].rot = true;
else
NF_3DSPRITE[id].rot = false;
}
void NF_Scale3dSprite(u32 id, u32 x, u32 y)
{
NF_3DSPRITE[id].sx = x << 6;
NF_3DSPRITE[id].sy = y << 6;
// Flag the sprite as scaled if the scale values aren't the default
if ((NF_3DSPRITE[id].sx != (64 << 6)) || (NF_3DSPRITE[id].sy != (64 << 6)))
NF_3DSPRITE[id].scale = true;
else
NF_3DSPRITE[id].scale = false;
}
void NF_Blend3dSprite(u32 sprite, u32 poly_id, u32 alpha)
{
// Disable alpha if the alpha value is 31 or the polygon ID is 0
if ((poly_id == 0) || (alpha == 31))
{
NF_3DSPRITE[sprite].poly_id = 0;
NF_3DSPRITE[sprite].alpha = 31;
}
else
{
NF_3DSPRITE[sprite].poly_id = poly_id;
NF_3DSPRITE[sprite].alpha = alpha;
}
}
void NF_3dSpritesLayer(u32 layer)
{
// Clear priority bits from the control registers
REG_BG0CNT &= 0xFFFC;
REG_BG1CNT &= 0xFFFC;
REG_BG2CNT &= 0xFFFC;
REG_BG3CNT &= 0xFFFC;
// Reorder layers based on the requested priority
switch (layer)
{
default:
case 0:
REG_BG0CNT |= BG_PRIORITY_0;
REG_BG1CNT |= BG_PRIORITY_1;
REG_BG2CNT |= BG_PRIORITY_2;
REG_BG3CNT |= BG_PRIORITY_3;
break;
case 1:
REG_BG0CNT |= BG_PRIORITY_1;
REG_BG1CNT |= BG_PRIORITY_0;
REG_BG2CNT |= BG_PRIORITY_2;
REG_BG3CNT |= BG_PRIORITY_3;
break;
case 2:
REG_BG0CNT |= BG_PRIORITY_2;
REG_BG1CNT |= BG_PRIORITY_0;
REG_BG2CNT |= BG_PRIORITY_1;
REG_BG3CNT |= BG_PRIORITY_3;
break;
case 3:
REG_BG0CNT |= BG_PRIORITY_3;
REG_BG1CNT |= BG_PRIORITY_0;
REG_BG2CNT |= BG_PRIORITY_1;
REG_BG3CNT |= BG_PRIORITY_2;
break;
}
}
void NF_3dSpriteEditPalColor(u32 pal, u32 number, u32 r, u32 g, u32 b)
{
if (!NF_TEXPALSLOT[pal].inuse)
NF_Error(111, "Sprite palette", pal);
// Pack RGB value
u32 rgb = r | (g << 5) | (b << 10);
u32 hibyte = rgb >> 8;
u32 lobyte = rgb - (hibyte << 8);
*(NF_BUFFER_SPR256PAL[NF_TEXPALSLOT[pal].ramslot] + (number * 2)) = lobyte;
*(NF_BUFFER_SPR256PAL[NF_TEXPALSLOT[pal].ramslot] + ((number * 2) + 1)) = hibyte;
}
void NF_3dSpriteUpdatePalette(u32 pal)
{
if (!NF_TEXPALSLOT[pal].inuse)
NF_Error(111, "Sprite palette", pal);
// Get slot where the palette is stored in RAM
u32 slot = NF_TEXPALSLOT[pal].ramslot;
// Update palette in VRAM
u32 address = 0x06890000 + (pal * 256 * 2);
vramSetBankF(VRAM_F_LCD); // Let the CPU access VRAM_F
NF_DmaMemCopy((void *)address, NF_BUFFER_SPR256PAL[slot], NF_SPR256PAL[slot].size);
vramSetBankF(VRAM_F_TEX_PALETTE); // Setup VRAM_F for texture palettes
}
void NF_3dSpriteGetPalColor(u32 pal, u32 number, u8 *r, u8 *g, u8 *b)
{
if (!NF_TEXPALSLOT[pal].inuse)
NF_Error(111, "Sprite palette", pal);
u32 lobyte = *(NF_BUFFER_SPR256PAL[NF_TEXPALSLOT[pal].ramslot] + (number * 2));
u32 hibyte = *(NF_BUFFER_SPR256PAL[NF_TEXPALSLOT[pal].ramslot] + ((number * 2) + 1));
// Build RGB value
u32 rgb = (hibyte << 8) + lobyte;
*r = rgb & 0x1F;
*g = (rgb >> 5) & 0x1F;
*b = (rgb >> 10) & 0x1F;
}
void NF_3dSpriteSetDepth(u32 id, s32 z)
{
// Limit range
if (z < -512)
z = -512;
if (z > 512)
z = 512;
NF_3DSPRITE[id].z = z;
}