Add textured_cube example (a ported libctru example)

This commit is contained in:
fincs 2015-09-09 01:14:20 +02:00
parent a36f5c49d2
commit 60df9ed7d6
5 changed files with 506 additions and 12 deletions

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#---------------------------------------------------------------------------------
.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.
# 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
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard
CFLAGS := -g -Wall -O2 -mword-relocations \
-fomit-frame-pointer -ffast-math \
$(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) $(CURDIR)/../..
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(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)/*.pica)))
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:.pica=.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
.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)
#---------------------------------------------------------------------------------
# rule for assembling GPU shaders
#---------------------------------------------------------------------------------
%.shbin.o: %.pica
@echo $(notdir $<)
$(eval CURBIN := $(patsubst %.pica,%.shbin,$(notdir $<)))
$(eval CURH := $(patsubst %.pica,%.psh.h,$(notdir $<)))
@picasso -h $(CURH) -o $(CURBIN) $<
@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
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------------

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#include <3ds.h>
#include <citro3d.h>
#include <string.h>
#include "vshader_shbin.h"
#include "kitten_bin.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 position[3]; float texcoord[2]; float normal[3]; } vertex;
static const vertex vertex_list[] =
{
// First face (PZ)
// First triangle
{ {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
{ {+0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
// Second triangle
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
{ {-0.5f, +0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
{ {-0.5f, -0.5f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
// Second face (MZ)
// First triangle
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
{ {-0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
{ {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
// Second triangle
{ {+0.5f, +0.5f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
{ {+0.5f, -0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
// Third face (PX)
// First triangle
{ {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, +0.5f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
// Second triangle
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
{ {+0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
// Fourth face (MX)
// First triangle
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, -0.5f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
// Second triangle
{ {-0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
// Fifth face (PY)
// First triangle
{ {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
{ {-0.5f, +0.5f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
// Second triangle
{ {+0.5f, +0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
{ {+0.5f, +0.5f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
{ {-0.5f, +0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
// Sixth face (MY)
// First triangle
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
{ {+0.5f, -0.5f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
{ {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
// Second triangle
{ {+0.5f, -0.5f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
{ {-0.5f, -0.5f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
{ {-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
};
#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))
static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection, uLoc_modelView;
static int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material;
static C3D_Mtx projection;
static C3D_Mtx material =
{
{
{ { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient
{ { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse
{ { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular
{ { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission
}
};
static void* vbo_data;
static C3D_Tex kitten_tex;
static float angleX = 0.0, angleY = 0.0;
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");
uLoc_modelView = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
uLoc_lightVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec");
uLoc_lightClr = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
uLoc_material = shaderInstanceGetUniformLocation(program.vertexShader, "material");
// 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
AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal
// Compute the projection matrix
Mtx_PerspTilt(&projection, 80.0f*M_PI/180.0f, 400.0f/240.0f, 0.01f, 1000.0f);
// 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), 3, 0x210);
// Load the texture and bind it to the first texture unit
C3D_TexInit(&kitten_tex, 64, 64, GPU_RGBA8);
C3D_TexUpload(&kitten_tex, kitten_bin);
C3D_TexSetFilter(&kitten_tex, GPU_LINEAR, GPU_NEAREST);
C3D_TexBind(0, &kitten_tex);
// Configure the first fragment shading substage to blend the texture color with
// the vertex color (calculated by the vertex shader using a lighting algorithm)
// 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_TEXTURE0, GPU_PRIMARY_COLOR, 0);
C3D_TexEnvOp(env, C3D_Both, 0, 0, 0);
C3D_TexEnvFunc(env, C3D_Both, GPU_MODULATE);
}
static void sceneRender(void)
{
// Calculate the modelView matrix
C3D_Mtx modelView;
Mtx_Identity(&modelView);
Mtx_Translate(&modelView, 0.0, 0.0, -2.0 + 0.5*sinf(angleX));
Mtx_RotateX(&modelView, angleX, true);
Mtx_RotateY(&modelView, angleY, true);
// Rotate the cube each frame
angleX += M_PI / 180;
angleY += M_PI / 360;
// Update the uniforms
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_projection, 4), &projection, sizeof(C3D_Mtx));
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_modelView, 4), &modelView, sizeof(C3D_Mtx));
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_material, 4), &material, sizeof(C3D_Mtx));
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_lightVec, 1), (float[]){0.0f, -1.0f, 0.0f, 0.0f}, sizeof(C3D_FVec));
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 1), (float[]){0.0f, -1.0f, 0.0f, 0.0f}, sizeof(C3D_FVec));
memcpy(C3D_FVUnifWritePtr(GPU_VERTEX_SHADER, uLoc_lightClr, 1), (float[]){1.0f, 1.0f, 1.0f, 1.0f}, sizeof(C3D_FVec));
// Draw the VBO
C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
}
static void sceneExit(void)
{
// Free the texture
C3D_TexDelete(&kitten_tex);
// 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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; Example PICA200 vertex shader
; Uniforms
.fvec projection[4], modelView[4]
.fvec lightVec, lightHalfVec, lightClr, material[4]
.alias mat_amb material[0]
.alias mat_dif material[1]
.alias mat_spe material[2]
.alias mat_emi material[3]
; Constants
.constf myconst(0.0, 1.0, -1.0, -0.5)
.alias zeros myconst.xxxx ; Vector full of zeros
.alias ones myconst.yyyy ; Vector full of ones
; Outputs
.out outpos position
.out outtc0 texcoord0
.out outclr color
; Inputs (defined as aliases for convenience)
.alias inpos v0
.alias intex v1
.alias innrm v2
.proc main
; Force the w component of inpos to be 1.0
mov r0.xyz, inpos
mov r0.w, ones
; r1 = modelView * inpos
dp4 r1.x, modelView[0], r0
dp4 r1.y, modelView[1], r0
dp4 r1.z, modelView[2], r0
dp4 r1.w, modelView[3], r0
; outpos = projection * r1
dp4 outpos.x, projection[0], r1
dp4 outpos.y, projection[1], r1
dp4 outpos.z, projection[2], r1
dp4 outpos.w, projection[3], r1
; outtex = intex
mov outtc0, intex
; Transform the normal vector with the modelView matrix
; 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
; Calculate the diffuse level (r0.x) and the shininess level (r0.y)
; r0.x = max(0, -(lightVec * r1))
; r0.y = max(0, (-lightHalfVec[i]) * r1) ^ 2
dp3 r0.x, lightVec, r1
add r0.x, zeros, -r0
dp3 r0.y, -lightHalfVec, r1
max r0, zeros, r0
mul r0.y, r0, r0
; Accumulate the vertex color in r1, initializing it to the emission color
mov r1, mat_emi
; r1 += specularColor * lightClr * shininessLevel
mul r2, lightClr, r0.yyyy
mul r2, mat_spe, r2
add r1, r2, r1
; r1 += diffuseColor * lightClr * diffuseLevel
mul r2, lightClr, r0.xxxx
mul r2, mat_dif, r2
add r1, r2, r1
; r1 += ambientColor * lightClr
mov r2, lightClr
mul r2, mat_amb, r2
add r1, r2, r1
; outclr = clamp r1 to [0,1]
min outclr, ones, r1
; We're finished
end
.end

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typedef u32 C3D_IVec;
typedef struct
typedef union
{
union
{
struct { float w, z, y, x; };
float c[4];
};
struct { float w, z, y, x; };
float c[4];
} C3D_FVec;
// Row-major 4x4 matrix
typedef struct
typedef union
{
union
{
C3D_FVec r[4]; // Rows are vectors
float m[4*4];
};
C3D_FVec r[4]; // Rows are vectors
float m[4*4];
} C3D_Mtx;
static inline C3D_IVec IVec_Pack(u8 x, u8 y, u8 z, u8 w)