configure gitignore, and temp build with liblog
This commit is contained in:
parent
c614be0580
commit
0c22d2d016
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@ -1,5 +1,6 @@
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*.bin
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*.elf
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*.mak
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build-fx/
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*.o
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build-fx/*
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build-fx/map
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build-fx/src/main.o
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17
Makefile
17
Makefile
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@ -38,7 +38,8 @@ target-fx := $(filename).g1a
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target-cg := $(filename).g3a
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# Source files
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src := $(wildcard src/*.c src/*/*.c src/*/*/*.c src/*/*/*/*.c)
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src := $(wildcard src/*.[csS] src/*/*.[csS] src/*/*/*.[csS] \
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src/*/*/*/*.[csS])
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assets-fx := $(wildcard assets-fx/*/*)
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assets-cg := $(wildcard assets-cg/*/*)
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@ -88,6 +89,20 @@ build-cg/%.o: %.c
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@ mkdir -p $(dir $@)
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sh4eb-elf-gcc -c $< -o $@ $(cf-cg) $(dflags)
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# Assembler sources
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build-fx/%.o: %.s
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@ mkdir -p $(dir $@)
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sh3eb-elf-gcc -c $< -o $@
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build-fx/%.o: %.S
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@ mkdir -p $(dir $@)
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sh3eb-elf-gcc -c $< -o $@ $(sflags)
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build-cg/%.o: %.s
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@ mkdir -p $(dir $@)
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sh4eb-elf-gcc -c $< -o $@
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build-cg/%.o: %.S
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@ mkdir -p $(dir $@)
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sh4eb-elf-gcc -c $< -o $@ $(sflags)
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# Images
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build-fx/assets/img/%.o: assets-fx/img/%
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@ mkdir -p $(dir $@)
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41
src/main.c
41
src/main.c
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@ -1,9 +1,39 @@
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#include <gint/display.h>
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#include <gint/timer.h>
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#include <gint/keyboard.h>
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#include <liblog.h>
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#include <fxengine/model/bitmap.h>
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#include <fxengine/model/vertex.h>
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#include <fxengine/model/triangle.h>
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#include <fxengine/model/object.h>
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#include <fxengine/renderlist.h>
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#include <fxengine/fxengine.h>
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int callback(void)
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{
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fe_callback_start();
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fe_draw();
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dupdate();
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ll_send("Rendered Image\n");
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key_event_t event = pollevent();
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int state=0;
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while (event.type!=KEYEV_NONE)
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{
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if (event.key == KEY_F1)
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state = 1;
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event=pollevent();
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}
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if (state)
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{
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timer_pause(1);
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ll_pause();
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timer_start(1);
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}
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fe_callback_end();
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return 0;
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}
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int main(void)
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{
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@ -44,7 +74,7 @@ int main(void)
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fe_bitmap * bmp = fe_bitmap_new(32, 32, color, 0, 0, 0);
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fe_vertex v[3]=
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{
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{
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{30,-10,-10},
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{30,10,10},
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{30,-10,10}
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@ -56,7 +86,7 @@ int main(void)
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fe_triangle t[1]=
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{
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fe_object_getvx(&obj,0),
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fe_object_getvx(&obj,1),
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fe_object_getvx(&obj,1),
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fe_object_getvx(&obj,2),
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bmp, bmp,
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0
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@ -64,8 +94,13 @@ int main(void)
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fe_object_set_faces(&obj, t, 1, 0);
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// Add object to list
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// Launch game timer
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fe_renderlist_add(&obj);
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// Launch game timer at 40 FPS max
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timer_setup(1, timer_delay(0, 25 * 1000), 0, callback, 0);
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timer_start(1);
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// Launch 3D renderer
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fe_load();
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// Free Data
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return;
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}
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