Ajout premier essai
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commit
65235d2ee3
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255
Makefile
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255
Makefile
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITARM)),)
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$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITARM)/3ds_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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# GRAPHICS is a list of directories containing graphics files
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# GFXBUILD is the directory where converted graphics files will be placed
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# If set to $(BUILD), it will statically link in the converted
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# files as if they were data files.
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#
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# NO_SMDH: if set to anything, no SMDH file is generated.
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# ROMFS is the directory which contains the RomFS, relative to the Makefile (Optional)
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# APP_TITLE is the name of the app stored in the SMDH file (Optional)
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# APP_DESCRIPTION is the description of the app stored in the SMDH file (Optional)
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# APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
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# ICON is the filename of the icon (.png), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.png
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# - icon.png
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# - <libctru folder>/default_icon.png
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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GRAPHICS := gfx
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#GFXBUILD := $(BUILD)
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ROMFS := romfs
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GFXBUILD := $(ROMFS)/gfx
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -O2 -mword-relocations \
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-fomit-frame-pointer -ffunction-sections \
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$(ARCH)
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CFLAGS += $(INCLUDE) -DARM11 -D_3DS
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lcitro2d -lcitro3d -lctru -lm
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(CTRULIB)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(GRAPHICS),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
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SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
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GFXFILES := $(foreach dir,$(GRAPHICS),$(notdir $(wildcard $(dir)/*.t3s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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ifeq ($(GFXBUILD),$(BUILD))
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#---------------------------------------------------------------------------------
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export T3XFILES := $(GFXFILES:.t3s=.t3x)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export ROMFS_T3XFILES := $(patsubst %.t3s, $(GFXBUILD)/%.t3x, $(GFXFILES))
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export T3XHFILES := $(patsubst %.t3s, $(BUILD)/%.h, $(GFXFILES))
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
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$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
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$(addsuffix .o,$(T3XFILES))
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export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)
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export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) \
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$(addsuffix .h,$(subst .,_,$(BINFILES))) \
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$(GFXFILES:.t3s=.h)
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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export _3DSXDEPS := $(if $(NO_SMDH),,$(OUTPUT).smdh)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.png)
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ifneq (,$(findstring $(TARGET).png,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).png
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else
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ifneq (,$(findstring icon.png,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.png
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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ifeq ($(strip $(NO_SMDH)),)
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export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
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endif
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ifneq ($(ROMFS),)
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export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
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endif
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.PHONY: all clean
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#---------------------------------------------------------------------------------
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all: $(BUILD) $(GFXBUILD) $(DEPSDIR) $(ROMFS_T3XFILES) $(T3XHFILES)
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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$(BUILD):
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@mkdir -p $@
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ifneq ($(GFXBUILD),$(BUILD))
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$(GFXBUILD):
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@mkdir -p $@
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endif
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ifneq ($(DEPSDIR),$(BUILD))
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$(DEPSDIR):
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@mkdir -p $@
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endif
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf $(GFXBUILD)
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#---------------------------------------------------------------------------------
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$(GFXBUILD)/%.t3x $(BUILD)/%.h : %.t3s
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@tex3ds -i $< -H $(BUILD)/$*.h -d $(DEPSDIR)/$*.d -o $(GFXBUILD)/$*.t3x
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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$(OUTPUT).3dsx : $(OUTPUT).elf $(_3DSXDEPS)
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$(OFILES_SOURCES) : $(HFILES)
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$(OUTPUT).elf : $(OFILES)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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.PRECIOUS : %.t3x
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#---------------------------------------------------------------------------------
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%.t3x.o %_t3x.h : %.t3x
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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#---------------------------------------------------------------------------------
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# rules for assembling GPU shaders
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#---------------------------------------------------------------------------------
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define shader-as
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$(eval CURBIN := $*.shbin)
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$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
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echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
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echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
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echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
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echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
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picasso -o $(CURBIN) $1
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bin2s $(CURBIN) | $(AS) -o $*.shbin.o
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endef
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%.shbin.o %_shbin.h : %.v.pica %.g.pica
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@echo $(notdir $^)
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@$(call shader-as,$^)
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%.shbin.o %_shbin.h : %.v.pica
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@echo $(notdir $<)
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@$(call shader-as,$<)
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%.shbin.o %_shbin.h : %.shlist
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@echo $(notdir $<)
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@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))
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#---------------------------------------------------------------------------------
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%.t3x %.h : %.t3s
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@tex3ds -i $< -H $*.h -d $*.d -o $*.t3x
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-include $(DEPSDIR)/*.d
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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11
README.md
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README.md
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**Ce programme nécessite [DevKitPro pour 3DS](https://devkitpro.org/wiki/Getting_Started).**
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Makefile récupéré des fichiers exemples de Devkitpro.
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Programme affichant un sprite basique.
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Le code est aussi documenté que possible mais certaines bibliothèques ne donnent aucune information sur les fonctions.
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Si vous voulez faire votre propre sprite, il faut modifier le fichier `gfx/sprites.t3s`.
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J’utilise l’émulateur [Citra](https://citra-emu.org/) pour lancer le fichier compilé.
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gfx/MBLUE.png
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BIN
gfx/MBLUE.png
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Binary file not shown.
After Width: | Height: | Size: 759 B |
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gfx/sprites.t3s
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2
gfx/sprites.t3s
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--atlas -f rgba8888 -z auto
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MBLUE.png
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source/main.c
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source/main.c
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#include <citro2d.h>
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#include <stdlib.h>
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#include <stdio.h>
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typedef struct
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{
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C2D_Sprite spr;
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float x, y;
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} sprite ;
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int main(int argc, char *argv[])
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{
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/* initialisation du driver RomFS */
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romfsInit();
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/* init le framebuffer de l’écran avec des paramètres par défaut */
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gfxInitDefault();
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/* init la lib C3D avec la taille du buffer par défaut */
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if (!C3D_Init(C3D_DEFAULT_CMDBUF_SIZE))
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printf("Erreur lors de l’initialisation de C3D.\n");
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/* init la lib C2D avec le max de sprites possible / frame */
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if(!C2D_Init(C2D_DEFAULT_MAX_OBJECTS))
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printf("Erreur lors de l’initialisation de C2D.\n");
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/* prépare le GPU pour du rendu 2D */
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C2D_Prepare();
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/* init la console sur l’écran du bas avec la console actuelle */
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consoleInit(GFX_BOTTOM, NULL);
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/* on créé une cible de rendu pour l’écran du haut (on le "créé")
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* On utilise le coté gauche car le droit n’est utilisé qu’en 3D */
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C3D_RenderTarget *top = C2D_CreateScreenTarget(GFX_TOP, GFX_LEFT);
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/* on récupère la feuille des sprites générée par le Makefile */
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C2D_SpriteSheet sprite_sheet = C2D_SpriteSheetLoad("romfs:/gfx/sprites.t3x");
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if (!sprite_sheet)
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svcBreak(USERBREAK_PANIC);
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sprite m_blue;
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m_blue.x = 0;
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m_blue.y = 0;
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C2D_SpriteFromSheet(&m_blue.spr, sprite_sheet, 0);
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//C2D_SpriteSetCenter(&m_blue.spr, 0.5f, 0.5f);
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C2D_SpriteSetPos(&m_blue.spr, m_blue.x, m_blue.y);
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//C2D_SpriteSetRotation(&m_blue.spr, C3D_Angle(0.0f));
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while (aptMainLoop())
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{
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/* attend que la frame précédente soit afficher avant de rendre la suivante */
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C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
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/* nettoye l’écran avec la couleur passée en paramètre */
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C2D_TargetClear(top, C2D_Color32f(0.0f, 0.0f, 0.0f, 1.0f));
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/* prépare à écrire sur l’écran top, définit le buffer où écrire */
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C2D_SceneBegin(top);
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/* dessine le sprite */
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C2D_DrawSprite(&m_blue.spr);
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/* on indique la fin de la frame */
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C3D_FrameEnd(0);
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}
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/* nécessaire pour nettoyer la mémoire et les buffers */
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C2D_SpriteSheetFree(sprite_sheet);
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C2D_Fini();
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C3D_Fini();
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gfxExit();
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romfsExit();
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return 0;
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}
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