2015-09-09 01:14:20 +02:00
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#include <3ds.h>
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#include <citro3d.h>
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#include <string.h>
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#include "vshader_shbin.h"
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#include "kitten_bin.h"
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#define CLEAR_COLOR 0x68B0D8FF
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#define DISPLAY_TRANSFER_FLAGS \
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(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
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GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
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GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
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typedef struct { float position[3]; float texcoord[2]; float normal[3]; } vertex;
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static const vertex vertex_list[] =
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{
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// First face (PZ)
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// First triangle
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{ {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
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{ {+0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
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// Second triangle
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
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{ {-0.5f, +0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
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{ {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
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// Second face (MZ)
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// First triangle
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
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{ {-0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
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{ {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
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// Second triangle
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{ {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
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{ {+0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
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// Third face (PX)
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// First triangle
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{ {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
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{ {+0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
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// Second triangle
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
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{ {+0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
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{ {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
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// Fourth face (MX)
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// First triangle
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
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{ {-0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
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{ {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
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// Second triangle
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{ {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
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{ {-0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
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// Fifth face (PY)
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// First triangle
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{ {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
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{ {-0.5f, +0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
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// Second triangle
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{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
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{ {+0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
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{ {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
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// Sixth face (MY)
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// First triangle
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
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{ {+0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
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{ {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
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// Second triangle
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{ {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
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{ {-0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
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{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
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};
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#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
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static DVLB_s* vshader_dvlb;
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static shaderProgram_s program;
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static int uLoc_projection, uLoc_modelView;
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static int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material;
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static C3D_Mtx projection;
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static C3D_Mtx material =
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{
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{
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{ { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient
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{ { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse
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{ { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular
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{ { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission
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}
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};
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static void* vbo_data;
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static C3D_Tex kitten_tex;
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static float angleX = 0.0, angleY = 0.0;
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static void sceneInit(void)
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{
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// Load the vertex shader, create a shader program and bind it
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vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
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shaderProgramInit(&program);
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shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
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C3D_BindProgram(&program);
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// Get the location of the uniforms
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uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
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uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
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uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
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uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec");
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uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
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uLoc_material = shaderInstanceGetUniformLocation(program.vertexShader, "material");
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// Configure attributes for use with the vertex shader
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C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
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AttrInfo_Init(attrInfo);
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AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
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AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
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AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal
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// Compute the projection matrix
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Mtx_PerspTilt(&projection, 80.0f*M_PI/180.0f, 400.0f/240.0f, 0.01f, 1000.0f);
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// Create the VBO (vertex buffer object)
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vbo_data = linearAlloc(sizeof(vertex_list));
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memcpy(vbo_data, vertex_list, sizeof(vertex_list));
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// Configure buffers
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C3D_BufInfo* bufInfo = C3D_GetBufInfo();
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BufInfo_Init(bufInfo);
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BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 3, 0x210);
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// Load the texture and bind it to the first texture unit
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C3D_TexInit(&kitten_tex, 64, 64, GPU_RGBA8);
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C3D_TexUpload(&kitten_tex, kitten_bin);
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C3D_TexSetFilter(&kitten_tex, GPU_LINEAR, GPU_NEAREST);
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C3D_TexBind(0, &kitten_tex);
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// Configure the first fragment shading substage to blend the texture color with
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// the vertex color (calculated by the vertex shader using a lighting algorithm)
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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C3D_TexEnv* env = C3D_GetTexEnv(0);
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C3D_TexEnvSrc(env, C3D_Both, GPU_TEXTURE0, GPU_PRIMARY_COLOR, 0);
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C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
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C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
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}
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static void sceneRender(void)
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{
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// Calculate the modelView matrix
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C3D_Mtx modelView;
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Mtx_Identity(&modelView);
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Mtx_Translate(&modelView, 0.0, 0.0, -2.0 + 0.5*sinf(angleX));
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Mtx_RotateX(&modelView, angleX, true);
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Mtx_RotateY(&modelView, angleY, true);
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// Rotate the cube each frame
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angleX += M_PI / 180;
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angleY += M_PI / 360;
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// Update the uniforms
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2015-09-09 17:21:40 +02:00
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C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_projection, &projection);
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C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_modelView, &modelView);
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C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_material, &material);
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C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec, 0.0f, 0.0f, -1.0f, 0.0f);
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C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 0.0f, 0.0f, -1.0f, 0.0f);
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C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr, 1.0f, 1.0f, 1.0f, 1.0f);
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2015-09-09 01:14:20 +02:00
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// Draw the VBO
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C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
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}
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static void sceneExit(void)
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{
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// Free the texture
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C3D_TexDelete(&kitten_tex);
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// Free the VBO
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linearFree(vbo_data);
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// Free the shader program
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shaderProgramFree(&program);
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DVLB_Free(vshader_dvlb);
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}
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int main()
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{
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// Initialize graphics
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gfxInitDefault();
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C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
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// Initialize the renderbuffer
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static C3D_RenderBuf rb;
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C3D_RenderBufInit(&rb, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
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rb.clearColor = CLEAR_COLOR;
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C3D_RenderBufClear(&rb);
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C3D_RenderBufBind(&rb);
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// Initialize the scene
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sceneInit();
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// Main loop
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while (aptMainLoop())
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{
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gspWaitForVBlank(); // Synchronize with the start of VBlank
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gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
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hidScanInput(); // Read the user input
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// Respond to user input
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u32 kDown = hidKeysDown();
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if (kDown & KEY_START)
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break; // break in order to return to hbmenu
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// Render the scene
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sceneRender();
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C3D_Flush();
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C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
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C3D_RenderBufClear(&rb);
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// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
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gfxFlushBuffers();
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}
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// Deinitialize the scene
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sceneExit();
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// Deinitialize graphics
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C3D_Fini();
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gfxExit();
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return 0;
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}
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