Several updates to the examples, see details:

- Makefiles updated to the latest great-refactor template Makefile
- Optimization in textured_cube's vertex shader
- Now using osGet3DSliderState()
- Add simple_tri example
This commit is contained in:
fincs 2015-11-21 01:30:51 +01:00
parent dfad81b53c
commit 200858cf22
8 changed files with 430 additions and 44 deletions

View File

@ -17,6 +17,7 @@ include $(DEVKITARM)/3ds_rules
# INCLUDES is a list of directories containing header files # INCLUDES is a list of directories containing header files
# #
# NO_SMDH: if set to anything, no SMDH file is generated. # 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_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_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) # APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
@ -31,6 +32,7 @@ BUILD := build
SOURCES := source SOURCES := source
DATA := data DATA := data
INCLUDES := include INCLUDES := include
#ROMFS := romfs
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
# options for code generation # options for code generation
@ -38,7 +40,7 @@ INCLUDES := include
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard
CFLAGS := -g -Wall -O2 -mword-relocations \ CFLAGS := -g -Wall -O2 -mword-relocations \
-fomit-frame-pointer -ffast-math \ -fomit-frame-pointer -ffunction-sections \
$(ARCH) $(ARCH)
CFLAGS += $(INCLUDE) -DARM11 -D_3DS CFLAGS += $(INCLUDE) -DARM11 -D_3DS
@ -75,7 +77,8 @@ export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.pica))) PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
@ -92,7 +95,8 @@ else
endif endif
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) $(PICAFILES:.pica=.shbin.o) \ export OFILES := $(addsuffix .o,$(BINFILES)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
@ -118,6 +122,10 @@ ifeq ($(strip $(NO_SMDH)),)
export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
endif endif
ifneq ($(ROMFS),)
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif
.PHONY: $(BUILD) clean all .PHONY: $(BUILD) clean all
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
@ -158,17 +166,28 @@ $(OUTPUT).elf : $(OFILES)
@$(bin2o) @$(bin2o)
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
# rule for assembling GPU shaders # rules for assembling GPU shaders
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
%.shbin.o: %.pica define shader-as
$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $@
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
endef
%.shbin.o : %.v.pica %.g.pica
@echo $(notdir $^)
@$(call shader-as,$^)
%.shbin.o : %.v.pica
@echo $(notdir $<) @echo $(notdir $<)
$(eval CURBIN := $(patsubst %.pica,%.shbin,$(notdir $<))) @$(call shader-as,$<)
$(eval CURH := $(patsubst %.pica,%.psh.h,$(notdir $<)))
@picasso -h $(CURH) -o $(CURBIN) $< %.shbin.o : %.shlist
@bin2s $(CURBIN) | $(AS) -o $@ @echo $(notdir $<)
@echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h @$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))
@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
-include $(DEPENDS) -include $(DEPENDS)

View File

@ -185,8 +185,6 @@ static void sceneExit(void)
DVLB_Free(vshader_dvlb); DVLB_Free(vshader_dvlb);
} }
#define CONFIG_3D_SLIDERSTATE (*(volatile float*)0x1FF81080)
int main() int main()
{ {
// Initialize graphics // Initialize graphics
@ -217,7 +215,7 @@ int main()
if (kDown & KEY_START) if (kDown & KEY_START)
break; // break in order to return to hbmenu break; // break in order to return to hbmenu
float slider = CONFIG_3D_SLIDERSTATE; float slider = osGet3DSliderState();
float iod = slider/3; float iod = slider/3;
// Render the scene // Render the scene

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@ -46,17 +46,6 @@
; Transform the normal vector with the modelView matrix ; Transform the normal vector with the modelView matrix
; TODO: use a separate normal matrix that is the transpose of the inverse of modelView ; TODO: use a separate normal matrix that is the transpose of the inverse of modelView
; r1 = normalize(modelView * innrm)
;mov r0.xyz, innrm
;mov r0.w, zeros
;dp4 r1.x, modelView[0], r0
;dp4 r1.y, modelView[1], r0
;dp4 r1.z, modelView[2], r0
;mov r1.w, zeros
;dp3 r2, r1, r1 ; r2 = x^2+y^2+z^2 for each component
;rsq r2, r2 ; r2 = 1/sqrt(r2) ''
;mul r1, r2, r1 ; r1 = r1*r2
dp3 r14.x, modelView[0], innrm dp3 r14.x, modelView[0], innrm
dp3 r14.y, modelView[1], innrm dp3 r14.y, modelView[1], innrm
dp3 r14.z, modelView[2], innrm dp3 r14.z, modelView[2], innrm

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@ -0,0 +1,196 @@
#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>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
#
# 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):
# - <Project name>.png
# - icon.png
# - <libctru folder>/default_icon.png
#---------------------------------------------------------------------------------
TARGET := $(notdir $(CURDIR))
BUILD := build
SOURCES := source
DATA := data
INCLUDES := include
#ROMFS := romfs
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard
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) -Wl,--gc-sections
LIBS := -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)) \
$(foreach dir,$(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)))
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
#---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
ifeq ($(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: $(BUILD) clean all
#---------------------------------------------------------------------------------
all: $(BUILD)
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
ifeq ($(strip $(NO_SMDH)),)
$(OUTPUT).3dsx : $(OUTPUT).elf $(OUTPUT).smdh
else
$(OUTPUT).3dsx : $(OUTPUT).elf
endif
$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
# rules for assembling GPU shaders
#---------------------------------------------------------------------------------
define shader-as
$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $@
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
endef
%.shbin.o : %.v.pica %.g.pica
@echo $(notdir $^)
@$(call shader-as,$^)
%.shbin.o : %.v.pica
@echo $(notdir $<)
@$(call shader-as,$<)
%.shbin.o : %.shlist
@echo $(notdir $<)
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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@ -0,0 +1,131 @@
#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include "vshader_shbin.h"
#define CLEAR_COLOR 0x68B0D8FF
#define DISPLAY_TRANSFER_FLAGS \
(GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))
typedef struct { float x, y, z; } vertex;
static const vertex vertex_list[] =
{
{ 200.0f, 200.0f, 0.5f },
{ 100.0f, 40.0f, 0.5f },
{ 300.0f, 40.0f, 0.5f },
};
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection;
static C3D_Mtx projection;
static void* vbo_data;
static void sceneInit(void)
{
// Load the vertex shader, create a shader program and bind it
vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
shaderProgramInit(&program);
shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
C3D_BindProgram(&program);
// Get the location of the uniforms
uLoc_projection = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
// Configure attributes for use with the vertex shader
C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
AttrInfo_Init(attrInfo);
AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
// Compute the projection matrix
Mtx_OrthoTilt(&projection, 0.0, 400.0, 0.0, 240.0, 0.0, 1.0);
// Create the VBO (vertex buffer object)
vbo_data = linearAlloc(sizeof(vertex_list));
memcpy(vbo_data, vertex_list, sizeof(vertex_list));
// Configure buffers
C3D_BufInfo* bufInfo = C3D_GetBufInfo();
BufInfo_Init(bufInfo);
BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 1, 0x0);
// Configure the first fragment shading substage to just pass through the vertex color
// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
C3D_TexEnv* env = C3D_GetTexEnv(0);
C3D_TexEnvSrc(env, C3D_Both, GPU_PRIMARY_COLOR, 0, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_REPLACE);
}
static void sceneRender(void)
{
// Update the uniforms
C3D_FVUnifMtx(GPU_VERTEX_SHADER, uLoc_projection, &projection);
// Draw the VBO
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
}
static void sceneExit(void)
{
// Free the VBO
linearFree(vbo_data);
// Free the shader program
shaderProgramFree(&program);
DVLB_Free(vshader_dvlb);
}
int main()
{
// Initialize graphics
gfxInitDefault();
C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);
// Initialize the renderbuffer
static C3D_RenderBuf rb;
C3D_RenderBufInit(&rb, 240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
rb.clearColor = CLEAR_COLOR;
C3D_RenderBufClear(&rb);
C3D_RenderBufBind(&rb);
// Initialize the scene
sceneInit();
// Main loop
while (aptMainLoop())
{
gspWaitForVBlank(); // Synchronize with the start of VBlank
gfxSwapBuffersGpu(); // Swap the framebuffers so that the frame that we rendered last frame is now visible
hidScanInput(); // Read the user input
// Respond to user input
u32 kDown = hidKeysDown();
if (kDown & KEY_START)
break; // break in order to return to hbmenu
// Render the scene
sceneRender();
C3D_Flush();
C3D_RenderBufTransfer(&rb, (u32*)gfxGetFramebuffer(GFX_TOP, GFX_LEFT, NULL, NULL), DISPLAY_TRANSFER_FLAGS);
C3D_RenderBufClear(&rb);
// Flush the framebuffers out of the data cache (not necessary with pure GPU rendering)
gfxFlushBuffers();
}
// Deinitialize the scene
sceneExit();
// Deinitialize graphics
C3D_Fini();
gfxExit();
return 0;
}

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@ -0,0 +1,37 @@
; Example PICA200 vertex shader
; Uniforms
.fvec projection[4]
; Constants
.constf myconst(0.0, 1.0, -1.0, 0.1)
.constf myconst2(0.3, 0.0, 0.0, 0.0)
.alias zeros myconst.xxxx ; Vector full of zeros
.alias ones myconst.yyyy ; Vector full of ones
; Outputs
.out outpos position
.out outclr color
; Inputs (defined as aliases for convenience)
.alias inpos v0
.bool test
.proc main
; Force the w component of inpos to be 1.0
mov r0.xyz, inpos
mov r0.w, ones
; outpos = projectionMatrix * inpos
dp4 outpos.x, projection[0], r0
dp4 outpos.y, projection[1], r0
dp4 outpos.z, projection[2], r0
dp4 outpos.w, projection[3], r0
; outclr = solid white color
mov outclr, ones
; We're finished
end
.end

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@ -17,6 +17,7 @@ include $(DEVKITARM)/3ds_rules
# INCLUDES is a list of directories containing header files # INCLUDES is a list of directories containing header files
# #
# NO_SMDH: if set to anything, no SMDH file is generated. # 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_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_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) # APP_AUTHOR is the author of the app stored in the SMDH file (Optional)
@ -31,6 +32,7 @@ BUILD := build
SOURCES := source SOURCES := source
DATA := data DATA := data
INCLUDES := include INCLUDES := include
#ROMFS := romfs
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
# options for code generation # options for code generation
@ -38,7 +40,7 @@ INCLUDES := include
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard
CFLAGS := -g -Wall -O2 -mword-relocations \ CFLAGS := -g -Wall -O2 -mword-relocations \
-fomit-frame-pointer -ffast-math \ -fomit-frame-pointer -ffunction-sections \
$(ARCH) $(ARCH)
CFLAGS += $(INCLUDE) -DARM11 -D_3DS CFLAGS += $(INCLUDE) -DARM11 -D_3DS
@ -75,7 +77,8 @@ export DEPSDIR := $(CURDIR)/$(BUILD)
CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c))) CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp))) CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s))) SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.pica))) PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*))) BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
@ -92,7 +95,8 @@ else
endif endif
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
export OFILES := $(addsuffix .o,$(BINFILES)) $(PICAFILES:.pica=.shbin.o) \ export OFILES := $(addsuffix .o,$(BINFILES)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o) \
$(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o) $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \ export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
@ -118,6 +122,10 @@ ifeq ($(strip $(NO_SMDH)),)
export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
endif endif
ifneq ($(ROMFS),)
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif
.PHONY: $(BUILD) clean all .PHONY: $(BUILD) clean all
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
@ -158,17 +166,28 @@ $(OUTPUT).elf : $(OFILES)
@$(bin2o) @$(bin2o)
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
# rule for assembling GPU shaders # rules for assembling GPU shaders
#--------------------------------------------------------------------------------- #---------------------------------------------------------------------------------
%.shbin.o: %.pica define shader-as
$(eval CURBIN := $(patsubst %.shbin.o,%.shbin,$(notdir $@)))
picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $@
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
endef
%.shbin.o : %.v.pica %.g.pica
@echo $(notdir $^)
@$(call shader-as,$^)
%.shbin.o : %.v.pica
@echo $(notdir $<) @echo $(notdir $<)
$(eval CURBIN := $(patsubst %.pica,%.shbin,$(notdir $<))) @$(call shader-as,$<)
$(eval CURH := $(patsubst %.pica,%.psh.h,$(notdir $<)))
@picasso -h $(CURH) -o $(CURBIN) $< %.shbin.o : %.shlist
@bin2s $(CURBIN) | $(AS) -o $@ @echo $(notdir $<)
@echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h @$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)/$(file)))
@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
-include $(DEPENDS) -include $(DEPENDS)

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@ -69,18 +69,15 @@
; r1 += specularColor * lightClr * shininessLevel ; r1 += specularColor * lightClr * shininessLevel
mul r2, lightClr, r0.yyyy mul r2, lightClr, r0.yyyy
mul r2, mat_spe, r2 mad r1, r2, mat_spe, r1
add r1, r2, r1
; r1 += diffuseColor * lightClr * diffuseLevel ; r1 += diffuseColor * lightClr * diffuseLevel
mul r2, lightClr, r0.xxxx mul r2, lightClr, r0.xxxx
mul r2, mat_dif, r2 mad r1, r2, mat_dif, r1
add r1, r2, r1
; r1 += ambientColor * lightClr ; r1 += ambientColor * lightClr
mov r2, lightClr mov r2, lightClr
mul r2, mat_amb, r2 mad r1, r2, mat_amb, r1
add r1, r2, r1
; outclr = clamp r1 to [0,1] ; outclr = clamp r1 to [0,1]
min outclr, ones, r1 min outclr, ones, r1