commit 4e04b23c2bac2597f67f094c22a0e5fc248cdb86 Author: pradyun Date: Mon Mar 6 18:53:23 2023 +1300 gaming fr diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 0000000..7560d3f Binary files /dev/null and b/.DS_Store differ diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..0a4678d --- /dev/null +++ b/Makefile @@ -0,0 +1,255 @@ +#--------------------------------------------------------------------------------- +.SUFFIXES: +#--------------------------------------------------------------------------------- + +ifeq ($(strip $(DEVKITARM)),) +$(error "Please set DEVKITARM in your environment. export DEVKITARM=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): +# - .png +# - icon.png +# - /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 \ + -ffunction-sections \ + $(ARCH) + +CFLAGS += $(INCLUDE) -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 := $(CXX) +#--------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------- + +#--------------------------------------------------------------------------------- +ifeq ($(GFXBUILD),$(BUILD)) +#--------------------------------------------------------------------------------- +export T3XFILES := $(GFXFILES:.t3s=.t3x) +#--------------------------------------------------------------------------------- +else +#--------------------------------------------------------------------------------- +export ROMFS_T3XFILES := $(patsubst %.t3s, $(GFXBUILD)/%.t3x, $(GFXFILES)) +export T3XHFILES := $(patsubst %.t3s, $(BUILD)/%.h, $(GFXFILES)) +#--------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------- + +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) \ + $(addsuffix .o,$(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: $(BUILD) $(GFXBUILD) $(DEPSDIR) $(ROMFS_T3XFILES) $(T3XHFILES) + @$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile + +$(BUILD): + @mkdir -p $@ + +ifneq ($(GFXBUILD),$(BUILD)) +$(GFXBUILD): + @mkdir -p $@ +endif + +ifneq ($(DEPSDIR),$(BUILD)) +$(DEPSDIR): + @mkdir -p $@ +endif + +#--------------------------------------------------------------------------------- +clean: + @echo clean ... + @rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf $(GFXBUILD) + +#--------------------------------------------------------------------------------- +$(GFXBUILD)/%.t3x $(BUILD)/%.h : %.t3s +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @tex3ds -i $< -H $(BUILD)/$*.h -d $(DEPSDIR)/$*.d -o $(GFXBUILD)/$*.t3x + +#--------------------------------------------------------------------------------- +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 +#--------------------------------------------------------------------------------- + @echo $(notdir $<) + @$(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 $*.t3x + +-include $(DEPSDIR)/*.d + +#--------------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------------- diff --git a/gfx/bird.png b/gfx/bird.png new file mode 100644 index 0000000..05b39f8 Binary files /dev/null and b/gfx/bird.png differ diff --git a/source/main.c b/source/main.c new file mode 100644 index 0000000..6215d10 --- /dev/null +++ b/source/main.c @@ -0,0 +1,132 @@ +// Simple citro2d sprite drawing example +// Images borrowed from: +// https://kenney.nl/assets/space-shooter-redux +#include + +#include +#include +#include +#include +#include + +#define MAX_SPRITES 768 +#define SCREEN_WIDTH 400 +#define SCREEN_HEIGHT 240 + +// Simple sprite struct +typedef struct +{ + C2D_Sprite spr; + float dx, dy; // velocity +} Sprite; + +static C2D_SpriteSheet spriteSheet; +static Sprite sprites[MAX_SPRITES]; +static size_t numSprites = MAX_SPRITES/2; + +//--------------------------------------------------------------------------------- +static void initSprites() { +//--------------------------------------------------------------------------------- + size_t numImages = C2D_SpriteSheetCount(spriteSheet); + srand(time(NULL)); + + for (size_t i = 0; i < MAX_SPRITES; i++) + { + Sprite* sprite = &sprites[i]; + + // Random image, position, rotation and speed + C2D_SpriteFromSheet(&sprite->spr, spriteSheet, rand() % numImages); + C2D_SpriteSetCenter(&sprite->spr, 0.5f, 0.5f); + C2D_SpriteSetPos(&sprite->spr, rand() % SCREEN_WIDTH, rand() % SCREEN_HEIGHT); + C2D_SpriteSetRotation(&sprite->spr, C3D_Angle(rand()/(float)RAND_MAX)); + sprite->dx = rand()*4.0f/RAND_MAX - 2.0f; + sprite->dy = rand()*4.0f/RAND_MAX - 2.0f; + } +} + +//--------------------------------------------------------------------------------- +static void moveSprites() { +//--------------------------------------------------------------------------------- + for (size_t i = 0; i < numSprites; i++) + { + Sprite* sprite = &sprites[i]; + C2D_SpriteMove(&sprite->spr, sprite->dx, sprite->dy); + C2D_SpriteRotateDegrees(&sprite->spr, 1.0f); + + // Check for collision with the screen boundaries + if ((sprite->spr.params.pos.x < sprite->spr.params.pos.w / 2.0f && sprite->dx < 0.0f) || + (sprite->spr.params.pos.x > (SCREEN_WIDTH-(sprite->spr.params.pos.w / 2.0f)) && sprite->dx > 0.0f)) + sprite->dx = -sprite->dx; + + if ((sprite->spr.params.pos.y < sprite->spr.params.pos.h / 2.0f && sprite->dy < 0.0f) || + (sprite->spr.params.pos.y > (SCREEN_HEIGHT-(sprite->spr.params.pos.h / 2.0f)) && sprite->dy > 0.0f)) + sprite->dy = -sprite->dy; + } +} + +//--------------------------------------------------------------------------------- +int main(int argc, char* argv[]) { +//--------------------------------------------------------------------------------- + // Init libs + romfsInit(); + 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); + + // Load graphics + spriteSheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x"); + if (!spriteSheet) svcBreak(USERBREAK_PANIC); + + // Initialize sprites + initSprites(); + + printf("\x1b[8;1HPress Up to increment sprites"); + printf("\x1b[9;1HPress Down to decrement sprites"); + + // Main loop + while (aptMainLoop()) + { + hidScanInput(); + + // Respond to user input + u32 kDown = hidKeysDown(); + if (kDown & KEY_START) + break; // break in order to return to hbmenu + + u32 kHeld = hidKeysHeld(); + if ((kHeld & KEY_UP) && numSprites < MAX_SPRITES) + numSprites++; + if ((kHeld & KEY_DOWN) && numSprites > 1) + numSprites--; + + moveSprites(); + + printf("\x1b[1;1HSprites: %zu/%u\x1b[K", numSprites, MAX_SPRITES); + 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, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f)); + C2D_SceneBegin(top); + for (size_t i = 0; i < numSprites; i ++) + C2D_DrawSprite(&sprites[i].spr); + C3D_FrameEnd(0); + } + + // Delete graphics + C2D_SpriteSheetFree(spriteSheet); + + // Deinit libs + C2D_Fini(); + C3D_Fini(); + gfxExit(); + romfsExit(); + return 0; +}