commit 65235d2ee3ac6d8543fd46c39e438b34f77dc846 Author: rick Date: Wed Mar 17 00:55:20 2021 +0100 Ajout premier essai diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..ca9fa62 --- /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 \ + -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 := $(CXX) +#--------------------------------------------------------------------------------- +endif +#--------------------------------------------------------------------------------- + +#--------------------------------------------------------------------------------- +ifeq ($(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/README.md b/README.md new file mode 100644 index 0000000..ba84ce6 --- /dev/null +++ b/README.md @@ -0,0 +1,11 @@ +**Ce programme nécessite [DevKitPro pour 3DS](https://devkitpro.org/wiki/Getting_Started).** + +Makefile récupéré des fichiers exemples de Devkitpro. + +Programme affichant un sprite basique. + +Le code est aussi documenté que possible mais certaines bibliothèques ne donnent aucune information sur les fonctions. + +Si vous voulez faire votre propre sprite, il faut modifier le fichier `gfx/sprites.t3s`. + +J’utilise l’émulateur [Citra](https://citra-emu.org/) pour lancer le fichier compilé. diff --git a/gfx/MBLUE.png b/gfx/MBLUE.png new file mode 100644 index 0000000..2886fee Binary files /dev/null and b/gfx/MBLUE.png differ diff --git a/gfx/sprites.t3s b/gfx/sprites.t3s new file mode 100644 index 0000000..13fdc34 --- /dev/null +++ b/gfx/sprites.t3s @@ -0,0 +1,2 @@ +--atlas -f rgba8888 -z auto +MBLUE.png diff --git a/source/main.c b/source/main.c new file mode 100644 index 0000000..96b9e0e --- /dev/null +++ b/source/main.c @@ -0,0 +1,66 @@ +#include +#include +#include + +typedef struct +{ + C2D_Sprite spr; + float x, y; +} sprite ; + +int main(int argc, char *argv[]) +{ + /* initialisation du driver RomFS */ + romfsInit(); + /* init le framebuffer de l’écran avec des paramètres par défaut */ + gfxInitDefault(); + /* init la lib C3D avec la taille du buffer par défaut */ + if (!C3D_Init(C3D_DEFAULT_CMDBUF_SIZE)) + printf("Erreur lors de l’initialisation de C3D.\n"); + /* init la lib C2D avec le max de sprites possible / frame */ + if(!C2D_Init(C2D_DEFAULT_MAX_OBJECTS)) + printf("Erreur lors de l’initialisation de C2D.\n"); + /* prépare le GPU pour du rendu 2D */ + C2D_Prepare(); + /* init la console sur l’écran du bas avec la console actuelle */ + consoleInit(GFX_BOTTOM, NULL); + + /* on créé une cible de rendu pour l’écran du haut (on le "créé") + * On utilise le coté gauche car le droit n’est utilisé qu’en 3D */ + C3D_RenderTarget *top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT); + + /* on récupère la feuille des sprites générée par le Makefile */ + C2D_SpriteSheet sprite_sheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x"); + if (!sprite_sheet) + svcBreak(USERBREAK_PANIC); + + sprite m_blue; + m_blue.x = 0; + m_blue.y = 0; + C2D_SpriteFromSheet(&m_blue.spr, sprite_sheet, 0); + //C2D_SpriteSetCenter(&m_blue.spr, 0.5f, 0.5f); + C2D_SpriteSetPos(&m_blue.spr, m_blue.x, m_blue.y); + //C2D_SpriteSetRotation(&m_blue.spr, C3D_Angle(0.0f)); + + while (aptMainLoop()) + { + /* attend que la frame précédente soit afficher avant de rendre la suivante */ + C3D_FrameBegin(C3D_FRAME_SYNCDRAW); + /* nettoye l’écran avec la couleur passée en paramètre */ + C2D_TargetClear(top, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f)); + /* prépare à écrire sur l’écran top, définit le buffer où écrire */ + C2D_SceneBegin(top); + /* dessine le sprite */ + C2D_DrawSprite(&m_blue.spr); + /* on indique la fin de la frame */ + C3D_FrameEnd(0); + } + + /* nécessaire pour nettoyer la mémoire et les buffers */ + C2D_SpriteSheetFree(sprite_sheet); + C2D_Fini(); + C3D_Fini(); + gfxExit(); + romfsExit(); + return 0; +}