- Added GetTime funcs to utils
- Added Time() to App class to gather the apps run time in seconds
- Updated almost every part of the sourcecode to the D7 Style guide
This commit is contained in:
2025-11-26 13:46:46 +01:00
parent 830524c9eb
commit 2a2a670e1a
32 changed files with 913 additions and 813 deletions

View File

@@ -4,131 +4,131 @@
#include <amethyst/utils.hpp>
#include <pica.hpp>
namespace amy {
namespace Amy {
const auto DISPLAY_TRANSFER_FLAGS =
GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) |
GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) |
GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) |
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO);
C3D_TexEnv* c3d::frag::m_env = nullptr;
int c3d::m_drawcalls = 0;
int c3d::m__dc__ = 0;
C3D_TexEnv* C3D::Frag::pEnv = nullptr;
int C3D::pDrawcalls = 0;
int C3D::p__dc__ = 0;
void c3d::init() { C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); }
void C3D::Init() { C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); }
void c3d::deinit() { C3D_Fini(); }
void C3D::Deinit() { C3D_Fini(); }
void c3d::startFrame(bool sync) {
void C3D::StartFrame(bool sync) {
C3D_FrameBegin(sync ? C3D_FRAME_SYNCDRAW : C3D_FRAME_NONBLOCK);
m__dc__ = 0;
p__dc__ = 0;
}
void c3d::endFrame() {
void C3D::EndFrame() {
C3D_FrameEnd(0);
m_drawcalls = m__dc__;
pDrawcalls = p__dc__;
}
c3d::screen* c3d::createScreen(gfxScreen_t screen, gfx3dSide_t side) {
C3D::Screen* C3D::CreateScreen(gfxScreen_t screen, gfx3dSide_t side) {
auto t = C3D_RenderTargetCreate(240, screen == GFX_TOP ? 400 : 320,
GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
C3D_RenderTargetSetOutput(t, screen, side, DISPLAY_TRANSFER_FLAGS);
return new c3d::screen(t);
return new C3D::Screen(t);
}
void c3d::deleteScreen(c3d::screen* screen) { delete screen; }
void C3D::DeleteScreen(C3D::Screen* screen) { delete screen; }
c3d::shader::shader(const std::string& path) { load(path); }
C3D::Shader::Shader(const std::string& path) { Load(path); }
c3d::shader::~shader() {}
C3D::Shader::~Shader() {}
void c3d::shader::load(const std::string& path) {
auto code = utils::loadFile2Mem(path);
void C3D::Shader::Load(const std::string& path) {
auto code = Utils::LoadFile2Mem(path);
if (!code.size()) {
throw std::runtime_error(
std::format("[amy] unsable to load shader ({})", path));
}
load(code);
Load(code);
}
void c3d::shader::load(const std::vector<uc>& data) {
m_code = DVLB_ParseFile((u32*)&data[0], data.size());
shaderProgramInit(&m_program);
shaderProgramSetVsh(&m_program, &m_code->DVLE[0]);
C3D_BindProgram(&m_program);
AttrInfo_Init(&m_info);
void C3D::Shader::Load(const std::vector<uc>& data) {
pCode = DVLB_ParseFile((u32*)&data[0], data.size());
shaderProgramInit(&pProgram);
shaderProgramSetVsh(&pProgram, &pCode->DVLE[0]);
C3D_BindProgram(&pProgram);
AttrInfo_Init(&pInfo);
}
void c3d::shader::compile(const std::string& code) {
void C3D::Shader::Compile(const std::string& code) {
auto ret = Pica::AssembleCode(code.c_str());
load(ret);
Load(ret);
}
void c3d::shader::use() {
C3D_BindProgram(&m_program);
void C3D::Shader::Use() {
C3D_BindProgram(&pProgram);
// for some reason i need both ???
// code works perfectly without C3D_BindProgram
// but nor withour shaderProgramUse ...
shaderProgramUse(&m_program);
C3D_SetAttrInfo(&m_info);
shaderProgramUse(&pProgram);
C3D_SetAttrInfo(&pInfo);
}
void c3d::shader::setMat4(int loc, C3D_Mtx* m) {
void C3D::Shader::SetMat4(int loc, C3D_Mtx* m) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, loc, m);
}
void c3d::shader::setMat4(int loc, const mat4& m) {
void C3D::Shader::SetMat4(int loc, const mat4& m) {
C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, loc, (const C3D_Mtx*)&m);
}
int c3d::shader::loc(const std::string& name) {
return shaderInstanceGetUniformLocation(m_program.vertexShader, name.c_str());
int C3D::Shader::loc(const std::string& name) {
return shaderInstanceGetUniformLocation(pProgram.vertexShader, name.c_str());
}
void c3d::shader::input(int reg, GPU_FORMATS f, int num) {
AttrInfo_AddLoader(&m_info, reg, f, num);
void C3D::Shader::Input(int reg, GPU_FORMATS f, int num) {
AttrInfo_AddLoader(&pInfo, reg, f, num);
}
void c3d::frag::src(C3D_TexEnvMode mode, GPU_TEVSRC s1, GPU_TEVSRC s2,
void C3D::Frag::Src(C3D_TexEnvMode mode, GPU_TEVSRC s1, GPU_TEVSRC s2,
GPU_TEVSRC s3) {
C3D_TexEnvSrc(m_env, mode, s1, s2, s3);
C3D_TexEnvSrc(pEnv, mode, s1, s2, s3);
}
void c3d::frag::func(C3D_TexEnvMode mode, GPU_COMBINEFUNC func) {
C3D_TexEnvFunc(m_env, mode, func);
void C3D::Frag::Func(C3D_TexEnvMode mode, GPU_COMBINEFUNC func) {
C3D_TexEnvFunc(pEnv, mode, func);
}
void c3d::frag::edit(int id) {
m_env = C3D_GetTexEnv(id);
C3D_TexEnvInit(m_env);
void C3D::Frag::Edit(int id) {
pEnv = C3D_GetTexEnv(id);
C3D_TexEnvInit(pEnv);
}
void c3d::drawArrays(int start, int count, GPU_Primitive_t prim) {
void C3D::DrawArrays(int start, int count, GPU_Primitive_t prim) {
C3D_DrawArrays(prim, start, count);
m__dc__++;
p__dc__++;
}
void c3d::drawElements(int count, const void* idx_ptr, int type,
void C3D::DrawElements(int count, const void* idx_ptr, int type,
GPU_Primitive_t prim) {
C3D_DrawElements(prim, count, type, idx_ptr);
m__dc__++;
p__dc__++;
}
void c3d::depthTest(bool on, GPU_TESTFUNC func, GPU_WRITEMASK mask) {
void C3D::DepthTest(bool on, GPU_TESTFUNC func, GPU_WRITEMASK mask) {
C3D_DepthTest(on, func, mask);
}
void c3d::disableScissor() { C3D_SetScissor(GPU_SCISSOR_DISABLE, 0, 0, 0, 0); }
void C3D::DisableScissor() { C3D_SetScissor(GPU_SCISSOR_DISABLE, 0, 0, 0, 0); }
void c3d::enableScissor(const ivec4 rect) {
void C3D::EnableScissor(const ivec4 rect) {
C3D_SetScissor(GPU_SCISSOR_NORMAL, rect.x, rect.y, rect.z, rect.w);
}
void c3d::bufCfg(void* ptr, int stride, int shader_attribs, u64 permutation) {
void C3D::BufCfg(void* ptr, int stride, int shader_attribs, u64 permutation) {
auto buf = C3D_GetBufInfo();
BufInfo_Init(buf);
BufInfo_Add(buf, ptr, stride, shader_attribs, permutation);
}
void c3d::bufCfg(void* ptr, int stride, int shader_attribs) {
bufCfg(ptr, stride, shader_attribs, permutation(shader_attribs));
void C3D::BufCfg(void* ptr, int stride, int shader_attribs) {
BufCfg(ptr, stride, shader_attribs, pPermutation(shader_attribs));
}
} // namespace amy
} // namespace Amy