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