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Add 2d_shapes example for citro2d (#25)
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Swiftloke authored and fincs committed Jan 1, 2019
1 parent 3bec421 commit e49924e
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225 changes: 225 additions & 0 deletions graphics/gpu/2d_shapes/Makefile
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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------

ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif

TOPDIR ?= $(CURDIR)
include $(DEVKITARM)/3ds_rules

#---------------------------------------------------------------------------------
# TARGET is the name of the output
# BUILD is the directory where object files & intermediate files will be placed
# SOURCES is a list of directories containing source code
# DATA is a list of directories containing data files
# INCLUDES is a list of directories containing header files
# GRAPHICS is a list of directories containing graphics files
# GFXBUILD is the directory where converted graphics files will be placed
# If set to $(BUILD), it will statically link in the converted
# files as if they were data files.
#
# NO_SMDH: if set to anything, no SMDH file is generated.
# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
# APP_TITLE is the name of the app stored in the SMDH file (Optional)
# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
# ICON is the filename of the icon (.png), relative to the project folder.
# If not set, it attempts to use one of the following (in this order):
# - <Project name>.png
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
GRAPHICS := gfx
#GFXBUILD := $(BUILD)
ROMFS := romfs
GFXBUILD := $(ROMFS)/gfx

#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft

CFLAGS := -g -Wall -O2 -mword-relocations \
-fomit-frame-pointer -ffunction-sections \
$(ARCH)

CFLAGS += $(INCLUDE) -DARM11 -D_3DS

CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11

ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)

LIBS := -lcitro2d -lcitro3d -lctru -lm

#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(CTRULIB)


#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------

export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)

export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir))

export DEPSDIR := $(CURDIR)/$(BUILD)

CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))

#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------

export T3XFILES := $(GFXFILES:.t3s=.t3x)

export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)

export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
$(if $(filter $(BUILD),$(GFXBUILD)),$(addsuffix .o,$(T3XFILES)))

export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)

export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \
$(addsuffix .h,$(subst .,_,$(BINFILES))) \
$(GFXFILES:.t3s=.h)

export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)

export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)

export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh)

ifeq ($(strip $(ICON)),)
icons := $(wildcard *.png)
ifneq (,$(findstring $(TARGET).png,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).png
else
ifneq (,$(findstring icon.png,$(icons)))
export APP_ICON := $(TOPDIR)/icon.png
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif

ifeq ($(strip $(NO_SMDH)),)
export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
endif

ifneq ($(ROMFS),)
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif

.PHONY: all clean

#---------------------------------------------------------------------------------
all:
@mkdir -p $(BUILD) $(GFXBUILD)
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile

#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf


#---------------------------------------------------------------------------------
else

#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS)

$(OFILES_SOURCES) : $(HFILES)

$(OUTPUT).elf : $(OFILES)

#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)

#---------------------------------------------------------------------------------
.PRECIOUS : %.t3x
%.t3x.o %_t3x.h : %.t3x
#---------------------------------------------------------------------------------
@$(bin2o)

#---------------------------------------------------------------------------------
# rules for assembling GPU shaders
#---------------------------------------------------------------------------------
define shader-as
$(eval CURBIN := $*.shbin)
$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $*.shbin.o
endef

%.shbin.o %_shbin.h : %.v.pica %.g.pica
@echo $(notdir $^)
@$(call shader-as,$^)

%.shbin.o %_shbin.h : %.v.pica
@echo $(notdir $<)
@$(call shader-as,$<)

%.shbin.o %_shbin.h : %.shlist
@echo $(notdir $<)
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))

#---------------------------------------------------------------------------------
%.t3x %.h : %.t3s
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@tex3ds -i $< -H $*.h -d $*.d -o $(TOPDIR)/$(GFXBUILD)/$*.t3x

-include $(DEPSDIR)/*.d

#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------
88 changes: 88 additions & 0 deletions graphics/gpu/2d_shapes/source/main.c
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// Simple citro2d untextured shape example
#include <citro2d.h>

#include <string.h>
#include <stdio.h>
#include <stdlib.h>


#define SCREEN_WIDTH 400
#define SCREEN_HEIGHT 240

//---------------------------------------------------------------------------------
int main(int argc, char* argv[]) {
//---------------------------------------------------------------------------------
// Init libs
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
C2D_Init(C2D_DEFAULT_MAX_OBJECTS);
C2D_Prepare();
consoleInit(GFX_BOTTOM, NULL);

// Create screens
C3D_RenderTarget* top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);

// Create colors
u32 clrWhite = C2D_Color32(0xFF, 0xFF, 0xFF, 0xFF);
u32 clrGreen = C2D_Color32(0x00, 0xFF, 0x00, 0xFF);
u32 clrRed = C2D_Color32(0xFF, 0x00, 0x00, 0xFF);
u32 clrBlue = C2D_Color32(0x00, 0x00, 0xFF, 0xFF);

u32 clrCircle1 = C2D_Color32(0xFF, 0x00, 0xFF, 0xFF);
u32 clrCircle2 = C2D_Color32(0xFF, 0xFF, 0x00, 0xFF);
u32 clrCircle3 = C2D_Color32(0x00, 0xFF, 0xFF, 0xFF);

u32 clrSolidCircle = C2D_Color32(0x68, 0xB0, 0xD8, 0xFF);

u32 clrTri1 = C2D_Color32(0xFF, 0x15, 0x00, 0xFF);
u32 clrTri2 = C2D_Color32(0x27, 0x69, 0xE5, 0xFF);

u32 clrRec1 = C2D_Color32(0x9A, 0x6C, 0xB9, 0xFF);
u32 clrRec2 = C2D_Color32(0xFF, 0xFF, 0x2C, 0xFF);
u32 clrRec3 = C2D_Color32(0xD8, 0xF6, 0x0F, 0xFF);
u32 clrRec4 = C2D_Color32(0x40, 0xEA, 0x87, 0xFF);

u32 clrClear = C2D_Color32(0xFF, 0xD8, 0xB0, 0x68);

// Main loop
while (aptMainLoop())
{
hidScanInput();

// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
printf("\x1b[1;1HSimple citro2d shapes example");
printf("\x1b[2;1HCPU: %6.2f%%\x1b[K", C3D_GetProcessingTime()*6.0f);
printf("\x1b[3;1HGPU: %6.2f%%\x1b[K", C3D_GetDrawingTime()*6.0f);
printf("\x1b[4;1HCmdBuf: %6.2f%%\x1b[K", C3D_GetCmdBufUsage()*100.0f);

// Render the scene
C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
C2D_TargetClear(top, clrClear);
C2D_SceneBegin(top);

C2D_DrawTriangle(50 / 2, SCREEN_HEIGHT - 50, clrWhite,
0, SCREEN_HEIGHT, clrTri1,
50, SCREEN_HEIGHT, clrTri2, 0);
C2D_DrawRectangle(SCREEN_WIDTH - 50, 0, 0, 50, 50, clrRec1, clrRec2, clrRec3, clrRec4);

// Circles require a state change (an expensive operation) within citro2d's internals, so draw them last.
// Although it is possible to draw them in the middle of drawing non-circular objects
// (sprites, images, triangles, rectangles, etc.) this is not recommended. They should either
// be drawn before all non-circular objects, or afterwards.
C2D_DrawEllipse(0, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, clrCircle1, clrCircle2, clrCircle3, clrWhite);
C2D_DrawCircle(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2, 0, 50, clrCircle3, clrWhite, clrCircle1, clrCircle2);
C2D_DrawCircle(25, 25, 0, 25,
clrRed, clrBlue, clrGreen, clrWhite);
C2D_DrawCircleSolid(SCREEN_WIDTH - 25, SCREEN_HEIGHT - 25, 0, 25, clrSolidCircle);
C3D_FrameEnd(0);
}

// Deinit libs
C2D_Fini();
C3D_Fini();
gfxExit();
return 0;
}

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