void app() { gfxInitDefault(); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); // Initialize the render target C3D_RenderTarget *target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); init_gpu_stuff(); //consoleInit(GFX_BOTTOM, NULL); // Main loop while (aptMainLoop()) { hidScanInput(); // Refresh Inputs // Process one frame menu.update(); // Draw C3D_FrameBegin(C3D_FRAME_SYNCDRAW); C3D_RenderTargetClear(target, C3D_CLEAR_ALL, 0x000000FF, 0); C3D_FrameDrawOn(target); menu.draw(); C3D_FrameEnd(0); } end_gpu_stuff(); // Deinitialize graphics C3D_Fini(); gfxExit(); }
void OSystem_3DS::updateScreen() { if (sleeping || exiting) return; // updateFocus(); C3D_FrameBegin(C3D_FRAME_SYNCDRAW); // Render top screen C3D_FrameDrawOn(_renderTargetTop); if (config.screen == kScreenTop || config.screen == kScreenBoth) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionTop); C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameTopTexture.getMatrix()); _gameTopTexture.render(); _gameTopTexture.render(); if (_overlayVisible && config.screen == kScreenTop) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix()); _overlay.render(); } if (_cursorVisible && config.showCursor && config.screen == kScreenTop) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix()); _cursorTexture.render(); } } // Render bottom screen C3D_FrameDrawOn(_renderTargetBottom); if (config.screen == kScreenBottom || config.screen == kScreenBoth) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _projectionLocation, &_projectionBottom); C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _gameBottomTexture.getMatrix()); _gameTopTexture.render(); _gameTopTexture.render(); if (_overlayVisible) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _overlay.getMatrix()); _overlay.render(); } if (_cursorVisible && config.showCursor) { C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, _modelviewLocation, _cursorTexture.getMatrix()); _cursorTexture.render(); } } C3D_FrameEnd(0); }
//--------------------------------------------------------------------------------- int main(int argc, char **argv) { //--------------------------------------------------------------------------------- // Initialize graphics gfxInitDefault(); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); // Initialize the render target C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTargetSetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0); C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); // Initialize the scene sceneInit(); // Main loop while (aptMainLoop()) { hidScanInput(); // Respond to user input u32 kDown = hidKeysDown(); if (kDown & KEY_START) break; // break in order to return to hbmenu moveSprites(); // Render the scene C3D_FrameBegin(C3D_FRAME_SYNCDRAW); C3D_FrameDrawOn(target); sceneRender(); C3D_FrameEnd(0); } // Deinitialize the scene sceneExit(); // Deinitialize graphics C3D_Fini(); gfxExit(); return 0; }
int main(int argc, char **argv) { gfxInitDefault(); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); te = new TextEngine(); te->Initialize(GFX_TOP); tb = new TextEngine(); tb->Initialize(GFX_BOTTOM); //TODO: Thanks to TheCruel (xerpi) for the solution to the GPU freezing issue on cia builds //aptHook(&apt_hook_cookie, apt_hook_func, NULL); initDirectory(); while (aptMainLoop()) { hidScanInput(); kDown = hidKeysDown(); update(); if (kDown & KEY_START) break; C3D_FrameBegin(C3D_FRAME_SYNCDRAW); te->Update(); C3D_FrameDrawOn(te->target); drawTopScreen(); tb->Update(); C3D_FrameDrawOn(tb->target); drawBottomScreen(); C3D_FrameEnd(0); } Cleanup(); return 0; }
void gfxDrawScreen() { int screenTexSize = 256; u32* transferBuffer = screenBuffer; GPU_TEXTURE_FILTER_PARAM filter = GPU_NEAREST; if(scaleMode != 0 && scaleFilter != 0) { filter = GPU_LINEAR; if(scaleFilter == 2) { screenTexSize = 512; transferBuffer = scale2xBuffer; gfxScale2xRGBA8888(screenBuffer, 256, scale2xBuffer, 512, 256, 224); } } if(!screenInit || screenTexture.width != screenTexSize || screenTexture.height != screenTexSize) { if(screenInit) { C3D_TexDelete(&screenTexture); screenInit = false; } screenInit = C3D_TexInit(&screenTexture, screenTexSize, screenTexSize, GPU_RGBA8); } C3D_TexSetFilter(&screenTexture, filter, filter); GSPGPU_FlushDataCache(transferBuffer, screenTexSize * screenTexSize * sizeof(u32)); if(R_SUCCEEDED(GX_DisplayTransfer(transferBuffer, (u32) GX_BUFFER_DIM(screenTexSize, screenTexSize), (u32*) screenTexture.data, (u32) GX_BUFFER_DIM(screenTexSize, screenTexSize), GX_TRANSFER_FLIP_VERT(1) | GX_TRANSFER_OUT_TILED(1) | GX_TRANSFER_RAW_COPY(0) | GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO)))) { gspWaitForPPF(); } GSPGPU_InvalidateDataCache(screenTexture.data, screenTexture.size); if(!C3D_FrameBegin(0)) { return; } C3D_RenderTarget* target = gameScreen == 0 ? targetTop : targetBottom; C3D_FrameDrawOn(target); C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, shaderInstanceGetUniformLocation(program.vertexShader, "projection"), gameScreen == 0 ? &projectionTop : &projectionBottom); u16 viewportWidth = target->renderBuf.colorBuf.height; u16 viewportHeight = target->renderBuf.colorBuf.width; // Draw the screen. if(screenInit) { // Calculate the VBO dimensions. int screenWidth = 256; int screenHeight = 224; if(scaleMode == 1) { screenWidth *= 1.25f; screenHeight *= 1.25f; } else if(scaleMode == 2) { screenWidth *= 1.50f; screenHeight *= 1.50f; } else if(scaleMode == 3) { screenWidth *= viewportHeight / (float) screenHeight; screenHeight = viewportHeight; } else if(scaleMode == 4) { screenWidth = viewportWidth; screenHeight = viewportHeight; } // Calculate VBO points. const float x1 = ((int) viewportWidth - screenWidth) / 2.0f; const float y1 = ((int) viewportHeight - screenHeight) / 2.0f; const float x2 = x1 + screenWidth; const float y2 = y1 + screenHeight; static const float baseTX2 = 256.0f / 256.0f; static const float baseTY2 = 224.0f / 256.0f; static const float baseFilterMod = 0.25f / 256.0f; float tx2 = baseTX2; float ty2 = baseTY2; if(scaleMode != 0 && scaleFilter == 1) { tx2 -= baseFilterMod; ty2 -= baseFilterMod; } C3D_TexBind(0, &screenTexture); C3D_ImmDrawBegin(GPU_TRIANGLES); C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f); C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f); C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f); C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f); C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f); C3D_ImmSendAttrib(tx2, 0, 0.0f, 0.0f); C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f); C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f); C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f); C3D_ImmSendAttrib(0, ty2, 0.0f, 0.0f); C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f); C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f); C3D_ImmDrawEnd(); } // Draw the border. if(borderInit && scaleMode != 4) { // Calculate VBO points. int scaledBorderWidth = borderWidth; int scaledBorderHeight = borderHeight; if(borderScaleMode == 1) { if(scaleMode == 1) { scaledBorderWidth *= 1.25f; scaledBorderHeight *= 1.25f; } else if(scaleMode == 2) { scaledBorderWidth *= 1.50f; scaledBorderHeight *= 1.50f; } else if(scaleMode == 3) { scaledBorderWidth *= viewportHeight / 224.0f; scaledBorderHeight *= viewportHeight / 224.0f; } else if(scaleMode == 4) { scaledBorderWidth *= viewportWidth / 256.0f; scaledBorderHeight *= viewportHeight / 224.0f; } } const float x1 = ((int) viewportWidth - scaledBorderWidth) / 2.0f; const float y1 = ((int) viewportHeight - scaledBorderHeight) / 2.0f; const float x2 = x1 + scaledBorderWidth; const float y2 = y1 + scaledBorderHeight; float tx2 = (float) borderWidth / (float) gpuBorderWidth; float ty2 = (float) borderHeight / (float) gpuBorderHeight; C3D_TexBind(0, &borderTexture); C3D_ImmDrawBegin(GPU_TRIANGLES); C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f); C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f); C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f); C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f); C3D_ImmSendAttrib(x2, y1, 0.5f, 0.0f); C3D_ImmSendAttrib(tx2, 0, 0.0f, 0.0f); C3D_ImmSendAttrib(x1, y1, 0.5f, 0.0f); C3D_ImmSendAttrib(0, 0, 0.0f, 0.0f); C3D_ImmSendAttrib(x1, y2, 0.5f, 0.0f); C3D_ImmSendAttrib(0, ty2, 0.0f, 0.0f); C3D_ImmSendAttrib(x2, y2, 0.5f, 0.0f); C3D_ImmSendAttrib(tx2, ty2, 0.0f, 0.0f); C3D_ImmDrawEnd(); } C3D_FrameEnd(0); }