#pragma once /* MIT License Copyright (c) 2024 - 2025 tobid7 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include <3ds.h> #include #include #include namespace PD { template class LinearAlloc : public Allocator { public: LinearAlloc() = default; ~LinearAlloc() = default; T* Allocate(size_t n) override { return (T*)linearAlloc(n); } void Deallocate(T* ptr) { linearFree(ptr); } }; namespace LI { class Backend_C3D : public PD::LI::Backend { public: Backend_C3D() : LI::Backend("Citro3D") {} ~Backend_C3D() {} PD_SMART_CTOR(Backend_C3D) void Init() override; void Deinit() override; void NewFrame() override; void BindTexture(PD::LI::TexAddress addr) override; void RenderDrawData(const PD::Vec& Commands) override; PD::LI::Texture::Ref LoadTexture( const std::vector& pixels, int w, int h, PD::LI::Texture::Type type = PD::LI::Texture::Type::RGBA32, PD::LI::Texture::Filter filter = PD::LI::Texture::Filter::LINEAR) override; private: Vec> VertexBuffer; Vec> IndexBuffer; size_t CurrentVertex = 0; size_t CurrentIndex = 0; Mat4 Projection; int pLocProjection = 0; DVLB_s* ShaderCode; shaderProgram_s Shader; C3D_AttrInfo ShaderInfo; // For Stats PD::u32 num_vtx = 0; PD::u32 num_idx = 0; }; } // namespace LI } // namespace PD