#include #include #include 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; void c3d::init() { C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); } void c3d::deinit() { C3D_Fini(); } void c3d::startFrame(bool sync) { C3D_FrameBegin(sync ? C3D_FRAME_SYNCDRAW : C3D_FRAME_NONBLOCK); } void c3d::endFrame() { C3D_FrameEnd(0); } 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); } void c3d::deleteScreen(c3d::screen* screen) { delete screen; } c3d::shader::shader(const std::string& path) { load(path); } c3d::shader::~shader() {} void c3d::shader::load(const std::string& path) { auto code = utils::loadFile2Mem(path); if (!code.size()) { throw std::runtime_error("[amy] shader: unable to load " + path); } m_code = DVLB_ParseFile((u32*)&code[0], code.size()); shaderProgramInit(&m_program); shaderProgramSetVsh(&m_program, &m_code->DVLE[0]); C3D_BindProgram(&m_program); AttrInfo_Init(&m_info); } void c3d::shader::use() { shaderProgramUse(&m_program); C3D_SetAttrInfo(&m_info); } void c3d::shader::setMat4(int loc, C3D_Mtx* m) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, loc, m); } void c3d::shader::input(int reg, GPU_FORMATS f, int num) { AttrInfo_AddLoader(&m_info, reg, f, num); } void c3d::frag::src(C3D_TexEnvMode mode, GPU_TEVSRC s1, GPU_TEVSRC s2, GPU_TEVSRC s3) { C3D_TexEnvSrc(m_env, mode, s1, s2, s3); } void c3d::frag::func(C3D_TexEnvMode mode, GPU_COMBINEFUNC func) { C3D_TexEnvFunc(m_env, mode, func); } void c3d::frag::edit(int id) { m_env = C3D_GetTexEnv(id); C3D_TexEnvInit(m_env); } } // namespace amy