.. | ||
dxsdk | ||
U64/PR/ultra64 | ||
.gitrepo | ||
gfx_cc.cpp | ||
gfx_cc.h | ||
gfx_direct3d11.cpp | ||
gfx_direct3d11.h | ||
gfx_direct3d12_guids.h | ||
gfx_direct3d12.cpp | ||
gfx_direct3d12.h | ||
gfx_direct3d_common.cpp | ||
gfx_direct3d_common.h | ||
gfx_dxgi.cpp | ||
gfx_dxgi.h | ||
gfx_glx.cpp | ||
gfx_glx.h | ||
gfx_opengl.cpp | ||
gfx_opengl.h | ||
gfx_pc.cpp | ||
gfx_pc.h | ||
gfx_rendering_api.h | ||
gfx_screen_config.h | ||
gfx_sdl2.cpp | ||
gfx_sdl.h | ||
gfx_window_manager_api.h | ||
LICENSE.txt | ||
README.md |
Nintendo 64 Fast3D renderer
Implementation of a Fast3D renderer for games built originally for the Nintendo 64 platform.
For rendering OpenGL, Direct3D 11 and Direct3D 12 are supported.
Supported windowing systems are GLX (used on Linux), DXGI (used on Windows) and SDL (generic).
Usage
See gfx_pc.h
. You will also need a copy of PR/gbi.h
, found in libultra.
First call gfx_init(struct GfxWindowManagerAPI *wapi, struct GfxRenderingAPI *rapi, const char *game_name, bool start_in_fullscreen)
and supply the desired backends at program start.
Some callbacks can be set on wapi
. See gfx_window_manager_api.h
for more info.
Each game main loop iteration should look like this:
gfx_start_frame(); // Handles input events such as keyboard and window events
// perform game logic here
gfx_run(cmds); // submit display list and render a frame
// do more expensive work here, such as play audio
gfx_end_frame(); // this just waits until the frame is shown on the screen (vsync), to provide correct game timing
When you are ready to start the main loop, call wapi->main_loop(one_iteration_func)
.
For the best experience, please change the Vtx and Mtx structures to use floats instead of fixed point arithmetic (GBI_FLOATS
).
License
See LICENSE.txt. Redistributions are allowed only in source form, not in binary form.