Work at 3ds support and backend upgrades

- Track textures (not sure if this is done tbh)
- Add lithium formatters and move TextureID, TextureFormat and TextureFilter to lithium
- Only include gl-helper if any glDriver is included
- Add Li::Rect for UV stuff
- Add Li::Texture as Info holder (still thinking of making them to ptrs
- Add Check if textures are still loaded on exit
This commit is contained in:
2026-03-18 09:31:47 +01:00
parent d4c59e5b61
commit e04046720b
28 changed files with 791 additions and 243 deletions

View File

@@ -1,16 +1,14 @@
#ifndef __3DS__
#include <glad/glad.h>
//////////////////////////
#include <GLFW/glfw3.h>
#endif
#include <format>
#include <iostream>
#include <palladium>
#include <pdsystem>
#include "pd/core/vec2.hpp"
#include "pd/lithium/pools.hpp"
#include "pd/lithium/vertex.hpp"
#ifdef _WIN32
#include <d3d9.h>
#define GLFW_EXPOSE_NATIVE_WIN32
@@ -27,7 +25,7 @@ enum class Driver {
DirectX9 = 3,
};
PD::TextureID LoadTex(const std::string& path) {
PD::Li::Texture LoadTex(const std::string& path) {
int w, h, c;
stbi_uc* buf = stbi_load(path.c_str(), &w, &h, &c, 4);
return PD::Gfx::LoadTexture(std::vector<PD::u8>(buf, buf + (w * h * 4)), w,
@@ -38,6 +36,7 @@ class App {
public:
App(Driver d = Driver::OpenGL3) : pDriver(d) {
PD::Os::UseDriver<PD::OsDriver>();
#ifndef __3DS__
glfwInit();
std::string winname = "gfx_test";
if (d == Driver::OpenGL2) {
@@ -80,9 +79,16 @@ class App {
}
#endif
glfwSwapInterval(1);
#else
PD::Gfx::UseDriver<PD::GfxCitro3D>();
#endif
PD::Gfx::Init();
PD::Li::InitPools(8192);
#ifdef __3DS__
pTex = LoadTex("sdmc:/icon.png");
#else
pTex = LoadTex("icon.png");
#endif
/*std::vector<PD::u8> img(16 * 16 * 4, 0xff);
pTex = PD::Gfx::LoadTexture(img, 16, 16);*/
std::cout << "GfxDriver: " << PD::Gfx::GetDriverName() << std::endl;
@@ -92,18 +98,27 @@ class App {
cmd->Add(0, 1, 2);
cmd->Add(0, 2, 3);
cmd->Add(PD::Li::Vertex(PD::fvec2(0, 0), PD::fvec2(0, 0), 0xffffffff));
cmd->Add(PD::Li::Vertex(PD::fvec2(256, 0), PD::fvec2(1, 0), 0xffffffff));
cmd->Add(PD::Li::Vertex(PD::fvec2(256, 256), PD::fvec2(1, 1), 0xffffffff));
cmd->Add(PD::Li::Vertex(PD::fvec2(0, 256), PD::fvec2(0, 1), 0xffffffff));
cmd->Tex = pTex;
cmd->Add(PD::Li::Vertex(PD::fvec2(pTex.GetSize().x, 0), PD::fvec2(1, 0),
0xffffffff));
cmd->Add(PD::Li::Vertex(PD::fvec2(pTex.GetSize().x, pTex.GetSize().y),
PD::fvec2(1, 1), 0xffffffff));
cmd->Add(PD::Li::Vertex(PD::fvec2(0, pTex.GetSize().y), PD::fvec2(0, 1),
0xffffffff));
cmd->Tex = pTex.GetID();
}
~App() {
PD::Gfx::DeleteTexture(pTex);
PD::Gfx::Deinit();
#ifndef __3DS__
glfwDestroyWindow(window);
glfwTerminate();
#endif
}
void Run() {
#ifdef __3DS__
while (aptMainLoop()) {
#else
while (!glfwWindowShouldClose(window)) {
if (pDriver == Driver::OpenGL2 || pDriver == Driver::OpenGL3) {
glClearColor(0.1, 0.1, 0.1, 0.1);
@@ -118,9 +133,12 @@ class App {
}
#endif
}
#endif
PD::Gfx::Reset();
PD::Gfx::SetViewPort(1280, 720);
PD::Gfx::Draw(pPool);
#ifdef __3DS__
#else
glfwPollEvents();
if (pDriver == Driver::DirectX9) {
#ifdef _WIN32
@@ -132,13 +150,16 @@ class App {
} else {
glfwSwapBuffers(window);
}
#endif
}
}
private:
#ifndef __3DS__
GLFWwindow* window = nullptr;
#endif
PD::Pool<PD::Li::Command> pPool;
PD::ptr pTex = 0;
PD::Li::Texture pTex;
Driver pDriver;
#ifdef _WIN32
IDirect3D9* d3d = nullptr;