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::initGraphics() { _pfGame = Graphics::PixelFormat::createFormatCLUT8(); _pfGameTexture = Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); // Initialize the render targets _renderTargetTop = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTargetSetClear(_renderTargetTop, C3D_CLEAR_ALL, 0x0000000, 0); C3D_RenderTargetSetOutput(_renderTargetTop, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); _renderTargetBottom = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); C3D_RenderTargetSetClear(_renderTargetBottom, C3D_CLEAR_ALL, 0x00000000, 0); C3D_RenderTargetSetOutput(_renderTargetBottom, GFX_BOTTOM, GFX_LEFT, DISPLAY_TRANSFER_FLAGS); // Load and bind simple default shader (shader.v.pica) _dvlb = DVLB_ParseFile((u32*)shader_shbin, shader_shbin_size); shaderProgramInit(&_program); shaderProgramSetVsh(&_program, &_dvlb->DVLE[0]); C3D_BindProgram(&_program); _projectionLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "projection"); _modelviewLocation = shaderInstanceGetUniformLocation(_program.vertexShader, "modelView"); C3D_AttrInfo *attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord Mtx_OrthoTilt(&_projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0); Mtx_OrthoTilt(&_projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0); C3D_TexEnv *env = C3D_GetTexEnv(0); C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL); C3D_CullFace(GPU_CULL_NONE); }
void CitroInit(size_t commandBufferSize) { C3D_Init(commandBufferSize); // Configure attributes for use with the vertex shader C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 2); // v0=position AttrInfo_AddLoader(attrInfo, 1, GPU_UNSIGNED_BYTE, 4); // v1=color AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 2); // v2=texcoord C3D_TexEnv* env = C3D_GetTexEnv(0); C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); C3D_DepthTest(false, GPU_GEQUAL, GPU_WRITE_ALL); C3D_CullFace(GPU_CULL_NONE); }
int main() { // Initialize graphics gfxInitDefault(); C3D_Init(C3D_DEFAULT_CMDBUF_SIZE); // Initialize the renderbuffer static C3D_RenderBuf rb; C3D_RenderBufInit(&rb, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); rb.clearColor = CLEAR_COLOR; C3D_RenderBufClear(&rb); C3D_RenderBufBind(&rb); // Initialize the scene sceneInit(); // Main loop while (aptMainLoop()) { C3D_VideoSync(); hidScanInput(); // Respond to user input u32 kDown = hidKeysDown(); if (kDown & KEY_START) break; // break in order to return to hbmenu // Render the scene sceneRender(); C3D_Flush(); C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS); C3D_RenderBufClear(&rb); } // Deinitialize the scene sceneExit(); // Deinitialize graphics C3D_Fini(); gfxExit(); return 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; }
bool gfxInit() { gfxInitDefault(); if(!C3D_Init(C3D_DEFAULT_CMDBUF_SIZE)) { gfxCleanup(); return false; } c3dInitialized = true; u32 displayFlags = 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); targetTop = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); if(targetTop == NULL) { gfxCleanup(); return false; } C3D_RenderTargetSetClear(targetTop, C3D_CLEAR_ALL, 0, 0); C3D_RenderTargetSetOutput(targetTop, GFX_TOP, GFX_LEFT, displayFlags); targetBottom = C3D_RenderTargetCreate(240, 320, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8); if(targetBottom == NULL) { gfxCleanup(); return false; } C3D_RenderTargetSetClear(targetBottom, C3D_CLEAR_ALL, 0, 0); C3D_RenderTargetSetOutput(targetBottom, GFX_BOTTOM, GFX_LEFT, displayFlags); dvlb = DVLB_ParseFile((u32*) default_shbin, default_shbin_len); if(dvlb == NULL) { gfxCleanup(); return false; } Result progInitRes = shaderProgramInit(&program); if(R_FAILED(progInitRes)) { gfxCleanup(); return false; } shaderInitialized = true; Result progSetVshRes = shaderProgramSetVsh(&program, &dvlb->DVLE[0]); if(R_FAILED(progSetVshRes)) { gfxCleanup(); return false; } C3D_BindProgram(&program); C3D_AttrInfo* attrInfo = C3D_GetAttrInfo(); if(attrInfo == NULL) { gfxCleanup(); return false; } AttrInfo_Init(attrInfo); AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); C3D_TexEnv* env = C3D_GetTexEnv(0); if(env == NULL) { gfxCleanup(); return false; } C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, 0, 0); C3D_TexEnvOp(env, C3D_Both, 0, 0, 0); C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE); C3D_DepthTest(true, GPU_GEQUAL, GPU_WRITE_ALL); Mtx_OrthoTilt(&projectionTop, 0.0, 400.0, 240.0, 0.0, 0.0, 1.0); Mtx_OrthoTilt(&projectionBottom, 0.0, 320.0, 240.0, 0.0, 0.0, 1.0); screenInit = false; borderInit = false; // Allocate and clear the screen buffer. screenBuffer = (u32*) linearAlloc(256 * 256 * sizeof(u32)); memset(screenBuffer, 0, 256 * 256 * sizeof(u32)); // Allocate and clear the scale2x buffer. scale2xBuffer = (u32*) linearAlloc(512 * 512 * sizeof(u32)); memset(scale2xBuffer, 0, 512 * 512 * sizeof(u32)); return true; }