Get it finally working (somehow)

- Add working example
- Add Namespace defs for Iron Ctr and C3D
- Add Exit func / Vertex / Index counter to Iron
- Add format bytes function to utils
- Make stb_image optional
- Compute texture uv's
- Clear Everything in Drawlist::Clear
- Use Amy::mat4 as matrix lib
- Fix the most stupid rendering bug (i -> m_idx)
This commit is contained in:
2025-12-01 22:10:18 +01:00
parent 078af99ae5
commit 777b23f4c8
15 changed files with 138 additions and 376 deletions

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@@ -1,25 +1,57 @@
#include <amethyst.hpp>
#include <iostream>
class Example : public Amy::App {
public:
public:
Example() {
Amy::Ctr::Init();
consoleInit(GFX_BOTTOM, NULL);
Amy::C3D::Init();
Top = Amy::C3D::CreateScreen(GFX_TOP);
Mgr = new Amy::AssetMgr();
Mgr->AutoLoad("icon", "romfs:/icon.png");
Amy::Iron::Init();
dl = new Amy::Iron::Drawlist();
}
~Example() {
delete Top;
delete dl;
delete Mgr;
Amy::C3D::Deinit();
}
~Example() { delete Top; }
void Main() {
std::cout << std::format("\x1b[1;1HDelta: {:.3f} -> {:.3} FPS\x1b[K",
this->Delta(), 1000.0 / this->Delta());
std::cout << std::format("\x1b[2;1HTime: {:.3f}\x1b[K", this->Time());
std::cout << std::format(
"\x1b[3;1H\nLin: {}\nVertices: {}\nIndices: "
"{}\x1b[K",
Amy::Utils::FormatBytes(linearSpaceFree()), Amy::Iron::VerticesDrawn(),
Amy::Iron::IndicesDrawn());
Amy::C3D::StartFrame();
Top->Clear();
Top->Use();
dl->DrawTex(Mgr->Get<Amy::Texture>("icon"));
dl->DrawRectFilled(Amy::fvec2(50, 0), 48, 0x99999999);
dl->DrawCircleFilled(Amy::fvec2(200, 120), 50, 0xffffffff, 40);
dl->DrawSolid();
dl->DrawRectFilled(0, 50, 0x4400ff00);
Amy::Iron::NewFrame();
Amy::Iron::DrawOn(Top);
Amy::Iron::Draw(*dl);
dl->Clear();
Amy::C3D::EndFrame();
}
Amy::C3D::Screen *Top;
Amy::C3D::Screen* Top;
Amy::AssetMgr* Mgr;
Amy::Iron::Drawlist* dl;
};
int main() {
Amy::RegisterCxxExceptionHandler();
Example App;
App.Run();
return 0;

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@@ -1,118 +0,0 @@
#include <amethyst.hpp>
#include <cstdlib>
#include <iostream>
#include <map>
#include "amethyst/iron.hpp"
struct memory_metrics {
uint64_t t_TotalAllocated = 0; ///< Total Allocated Memory
uint64_t t_TotalFreed = 0; ///< Total Deleted Memory
/// @brief Gets the Currently Allocated Memory
uint32_t t_CurrentlyAllocated() { return t_TotalAllocated - t_TotalFreed; }
};
static memory_metrics metrics;
bool rd7i_enable_memtrack = true;
void* operator new(size_t size) {
void* ptr = malloc(size);
if (rd7i_enable_memtrack) metrics.t_TotalAllocated += size;
return ptr;
}
void operator delete(void* memory, size_t size) {
if (rd7i_enable_memtrack) metrics.t_TotalFreed += size;
free(memory);
}
size_t GetTotalAllocated() { return metrics.t_TotalAllocated; }
size_t GetTotalFreed() { return metrics.t_TotalFreed; }
size_t GetCurrent() { return metrics.t_CurrentlyAllocated(); }
std::string FormatBytes(unsigned long long bytes) {
static const std::vector<std::string> endings = {
"B", "KB", "MB", "GB", "TB", "Unk",
};
int i = 0;
double b = bytes;
while (b > 1024) {
i++;
b /= 1024;
}
if (i >= (int)endings.size()) {
i = (int)endings.size() - 1;
}
return std::format("{:.1f} {}", b, endings[i]);
}
class example : public Amy::App {
public:
example() {
Amy::Ctr::Init();
consoleInit(GFX_BOTTOM, NULL);
Amy::C3D::Init();
m_top = Amy::C3D::CreateScreen(GFX_TOP);
Amy::Iron::Init();
dl = new Amy::Iron::Drawlist();
dl->DrawSolid();
mgr.AutoLoad("shader", "romfs:/shaders/shader2d.shbin");
mgr.Get<Amy::C3D::Shader>("shader")->Input(GPU_FLOAT, 3);
mgr.Get<Amy::C3D::Shader>("shader")->Input(GPU_FLOAT, 3);
mgr.AutoLoad("icon", "romfs:/icon.png");
};
~example() {
Amy::C3D::DeleteScreen(m_top);
Amy::C3D::Deinit();
};
void Main() override {
std::cout << std::format("\x1b[1;1HDelta: {:.3f} -> {:.3} FPS\x1b[K", this->Delta(), 1000.0/this->Delta());
std::cout << std::format("\x1b[2;1HTime: {:.3f}\x1b[K", this->Time());
std::cout << std::format(
"\x1b[3;1HMem: {}\n +{}\n -{}\nLin: {}\x1b[K",
FormatBytes(GetCurrent()), FormatBytes(GetTotalAllocated()),
FormatBytes(GetTotalFreed()), FormatBytes(linearSpaceFree()));
Amy::C3D::StartFrame();
m_top->Use();
m_top->Clear();
dl->DrawTex(mgr.Get<Amy::Texture>("icon"));
dl->DrawRectFilled(100, 48, 0xffffffff);
dl->DrawSolid();
dl->DrawRectFilled(0, 50, 0xffffffff);
Amy::Iron::NewFrame();
Amy::Iron::DrawOn(m_top);
Amy::Iron::Draw(*dl);
dl->Clear();
/*mgr.Get<Amy::C3D::Shader>("shader")->Use();
mgr.Get<Amy::C3D::Shader>("shader")->SetMat4(0, mtx);
C3D_ImmDrawBegin(GPU_TRIANGLES);
C3D_ImmSendAttrib(200, 50, 0, 0);
C3D_ImmSendAttrib(1, 0, 0, 1);
C3D_ImmSendAttrib(300, 190, 0, 0);
C3D_ImmSendAttrib(0, 1, 0, 1);
C3D_ImmSendAttrib(100, 190, 0, 0);
C3D_ImmSendAttrib(0, 0, 1, 1);
C3D_ImmDrawEnd();*/
Amy::C3D::EndFrame();
}
private:
Amy::C3D::Screen* m_top = nullptr;
Amy::Iron::Drawlist* dl = nullptr;
Amy::C3D::Shader* test = nullptr;
Amy::AssetMgr mgr;
Amy::mat4 mtx =
Amy::mat4::identity() * Amy::mat4::ortho(0, 400, 240, 0, 0, 1);
};
int main() {
Amy::RegisterCxxExceptionHandler();
example app;
app.Run();
return 0;
}

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@@ -1,91 +0,0 @@
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include <amethyst.hpp>
struct vertex {
vertex(Amy::fvec2 p, Amy::fvec2 tc, Amy::ui c) {
pos = pos;
uv = tc;
color = c;
}
vertex() = default;
Amy::fvec2 pos;
Amy::fvec2 uv;
Amy::ui color;
};
std::vector<vertex, Amy::LinearAllocator<vertex>> vbuf;
static int uLoc_projection = 0;
static Amy::C3D::Shader* Shader = nullptr;
static Amy::AssetMgr Assets;
static void sceneInit(void) {
Shader = new Amy::C3D::Shader("romfs:/shaders/li2.shbin");
uLoc_projection = Shader->loc("projection");
Shader->Input(GPU_FLOAT, 2);
Shader->Input(GPU_FLOAT, 2);
Shader->Input(GPU_UNSIGNED_BYTE, 4);
vbuf.resize(6);
vbuf[0] = vertex(Amy::fvec2(300, 40), Amy::fvec2(1, 1), 0xffffffff);
vbuf[1] = vertex(Amy::fvec2(100, 40), Amy::fvec2(0, 1), 0xffffffff);
vbuf[2] = vertex(Amy::fvec2(100, 200), Amy::fvec2(0, 0), 0xffffffff);
vbuf[3] = vertex(Amy::fvec2(100, 200), Amy::fvec2(0, 0), 0xffffffff);
vbuf[4] = vertex(Amy::fvec2(300, 200), Amy::fvec2(1, 0), 0xffffffff);
vbuf[5] = vertex(Amy::fvec2(300, 40), Amy::fvec2(1, 1), 0xffffffff);
Amy::C3D::BufCfg<3>(vbuf.data(), sizeof(vertex));
Amy::C3D::Frag::Edit();
Amy::C3D::Frag::Src(C3D_Both, GPU_TEXTURE0);
Amy::C3D::Frag::Func(C3D_Both, GPU_MODULATE);
Assets.AutoLoad("white", "romfs:/white.png");
}
static void sceneRender(void) {
Amy::C3D::DepthTest(false);
Shader->Use();
Shader->SetMat4(uLoc_projection, Amy::mat4::ortho(0, 400, 240, 0, 1, -1));
Assets.Get<Amy::Texture>("white")->Bind();
Amy::C3D::DrawArrays(0, vbuf.size());
Amy::C3D::DepthTest(true);
}
static void sceneExit(void) {
vbuf.clear();
delete Shader;
}
int main() {
Amy::RegisterCxxExceptionHandler();
Amy::Ctr::Init();
Amy::C3D::Init();
auto Top = Amy::C3D::CreateScreen(GFX_TOP);
sceneInit();
while (aptMainLoop()) {
hidScanInput();
u32 kDown = hidKeysDown();
if (kDown & KEY_START) break;
Amy::C3D::StartFrame();
Top->Clear();
Top->Use();
sceneRender();
Amy::C3D::EndFrame();
}
// Deinitialize the scene
sceneExit();
Amy::C3D::Deinit();
gfxExit();
romfsExit();
return 0;
}

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@@ -1,89 +0,0 @@
#include <amethyst.hpp>
typedef struct {
float pos[3];
float color[4];
} Vertex;
static const Vertex vertex_list[] = {
{{200.0f, 200.0f, 0.5f}, {1.0f, 0.0f, 0.0f, 1.0f}},
{{100.0f, 40.0f, 0.5f}, {0.0f, 1.0f, 0.0f, 1.0f}},
{{300.0f, 40.0f, 0.5f}, {0.0f, 0.0f, 1.0f, 1.0f}},
};
#define vertex_list_count (sizeof(vertex_list) / sizeof(vertex_list[0]))
static int uLoc_projection;
Amy::AssetMgr* Assets = nullptr;
static void* vbo_data;
extern "C" {
static void sceneInit(void) {
Assets->AutoLoad("shader", "romfs:/shaders/shader2d.shbin");
Assets->Get<Amy::C3D::Shader>("shader")->Input(GPU_FLOAT, 3);
Assets->Get<Amy::C3D::Shader>("shader")->Input(GPU_FLOAT, 4);
uLoc_projection = Assets->Get<Amy::C3D::Shader>("shader")->loc("projecttion");
vbo_data = linearAlloc(sizeof(vertex_list));
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
// Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(Vertex), 2, 0x10);
// Configure the first fragment shading substage to just pass through the
// vertex color See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml
// for more insight
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvInit(env);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
}
static void sceneRender(void) {
Assets->Get<Amy::C3D::Shader>("shader")->Use();
Assets->Get<Amy::C3D::Shader>("shader")->SetMat4(
uLoc_projection, Amy::mat4::ortho(0, 400, 240, 0, 1, -1));
Amy::C3D::DrawArrays(0, vertex_list_count);
}
static void sceneExit(void) {
// Free the VBO
linearFree(vbo_data);
Assets->Remove("shader");
}
int main() {
Amy::RegisterCxxExceptionHandler();
Amy::Ctr::Init();
Amy::C3D::Init();
auto Top = Amy::C3D::CreateScreen(GFX_TOP);
Assets = new Amy::AssetMgr();
sceneInit();
while (aptMainLoop()) {
hidScanInput();
u32 kDown = hidKeysDown();
if (kDown & KEY_START) break;
Amy::C3D::StartFrame();
Top->Clear();
Top->Use();
sceneRender();
Amy::C3D::EndFrame();
}
sceneExit();
C3D_Fini();
gfxExit();
romfsExit();
return 0;
}