# Additions
- libpicasso (shader compiling) - linearAllocator template (for std::vector) - palladium vec and mat api - iron (2d renderer)
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@@ -1,5 +1,46 @@
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#include "amethyst/iron.hpp"
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#include <amethyst.hpp>
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const char* shader_ = R"(; Example PICA200 vertex shader
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; Uniforms
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.fvec projection[4]
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; Constants
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.constf myconst(0.0, 1.0, -1.0, 0.1)
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.constf myconst2(0.3, 0.0, 0.0, 0.0)
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.alias zeros myconst.xxxx ; Vector full of zeros
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.alias ones myconst.yyyy ; Vector full of ones
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; Outputs
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.out outpos position
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.out outclr color
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; Inputs (defined as aliases for convenience)
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.alias inpos v0
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.alias inclr v1
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.bool test
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.proc main
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; Force the w component of inpos to be 1.0
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mov r0.xyz, inpos
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mov r0.w, ones
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; outpos = projectionMatrix * inpos
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dp4 outpos.x, projection[0], r0
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dp4 outpos.y, projection[1], r0
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dp4 outpos.z, projection[2], r0
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dp4 outpos.w, projection[3], r0
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; outclr = inclr
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mov outclr, inclr
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; We're finished
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end
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.end
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)";
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static C3D_Mtx projection;
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int main() {
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@@ -7,28 +48,11 @@ int main() {
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amy::ctru::init();
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amy::c3d::init();
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auto top = amy::c3d::createScreen(GFX_TOP, GFX_LEFT);
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auto shader = new amy::c3d::shader("romfs:/shaders/shader2d.shbin");
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shader->input(GPU_FLOAT, 3);
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shader->input(GPU_FLOAT, 3);
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amy::c3d::frag::edit();
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amy::c3d::frag::src(C3D_Both);
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amy::c3d::frag::func(C3D_Both, GPU_REPLACE);
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Mtx_Identity(&projection);
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Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0, true);
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amy::iron::init();
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while (aptMainLoop()) {
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amy::c3d::startFrame();
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top->startDraw();
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top->clear();
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shader->use();
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shader->setMat4(0, &projection);
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C3D_ImmDrawBegin(GPU_TRIANGLES);
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C3D_ImmSendAttrib(200, 200, 0.5, 0);
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C3D_ImmSendAttrib(1, 0, 0, 1);
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C3D_ImmSendAttrib(100, 40, 0.5, 0);
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C3D_ImmSendAttrib(0, 1, 0, 1);
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C3D_ImmSendAttrib(300, 40, 0.5, 0);
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C3D_ImmSendAttrib(0, 0, 1, 1);
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C3D_ImmDrawEnd();
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amy::c3d::endFrame();
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}
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amy::c3d::deleteScreen(top);
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